Forsooth wrote:
Actually, if we're going to play with the familiarity system, I'd rather change it around to virtually eliminate grinding.
Instead of familiarity happening slowly and permanently, make it fast and temporary - no more than a RL day or so. Properly tuned, this would make it nonoptimal to kill all the NPCs in an area more than once, but supply good chunks of experience for the first two dozen NPCs or so.
This encourages RP-adventuring, where you at least pretend to have a purpose besides increasing your level. It's hard to maintain that illusion after you kill the biggest boss for the third time in the same afternoon. It also reduces the chance a potential party member will say "Thanks, but I've already been there." He can go again tomorrow, if it fits his character.
People who actually like powerleveling still could: they just need to go to different places regularly. But the rest of us might find the early levels far more entertaining this way.
I like this tweak, although I'd make the refresh rate on areas a little bit more, but the idea is a good one.
A