hey, I realised there is something we still need a rule for
leveling.
this is mostly a concensus thing, on how fast everyone wants the game to progress. Assuming small plots give on average 50 exp, medium plots about 100 and long plots about 150, differentiated between individual performance etc, and level ups starting at 100, then 110 etc. How much Stat points should be given for each level? Also, what about perks? Perhaps levels can be used to buy special equipment? Perhaps modular, so someone could decide between stats, a new perk, or special equipment? With GWGs Gurps-perking, conversion between stats and the value of a new perk can be easily done (and may require saving up between levels for huge perks), but gets a bit fuzzy with equipment. I suppose equipment may just be priced as if it was an equivalent ability or perk. Of course equipment would need at least minimal justification, and stranger perks probably too. Nope, can't just buy excalibur.
what matters is the consens, how fast should the game progress? Just one stat point per level? 3? 5? This is not an easy decision.
Not including equipment makes sense, I suppose. Though with the perks system, including the occasionallymentioned Gadget Limitations, it would make sense that we could add new,
significant equipment that would often be used that way. For instance, Will's poisoned dagger probably wouldn't need to be paid for (since Will doesn't knife-fight much and the knife isn't that much better than a normal knife), but Kyle's armor would be (since it's both commonly-used and a
huge bonus to his abilities).
Another option to consider is if we want to award stat points at all, or just more PP and let people increase stats for 15 PP apiece. This would encourage more development of perks (which set people apart more than stats), but would also allow more min/maxing room.
to allow for more detailed differentiation between characters
Non-random perks would do that as well, if not better. After all, I'm willing to bet that the random perk system is less likely to give a well-fitting perk to, say, Will than I am, and more likely to give him (say) a melee-combat-enhancing perk or one that lets him berserk.