Why stop at 9?

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Exemplar
Out of curiousity, why did Alliance/NERO stop at 9 "levels" of spells? Was it because of D&D nostalgia? Is it possible the owners/ARC may consider a system that adds a 10th level of spells?

9 levels just seems kind of arbitrary to me unless the rules were trying to emulate D&D at the time of their inception.
 
Nostalgia, and usefulness of the mechanic, I suppose. Originally, 15th-20th level for a character was considered wicked high, so you wouldn't want too many levels necessary to reach formals.
 
Are you implying that there was a degree of unorignal thought in the original creation of several still-standing systems and rules? *gasp!* Perish the thought!
 
Alavatar said:
...unless the rules were trying to emulate D&D at the time of their inception.

Naw, if they were trying to emulate D&D there'd be a "Cure Light Wounds" spell... well, crap. Hey, at least there's no "Magic Missile" anymore! ;)
 
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