i some what disagree with the orginal reasoning behind the conclusion of this system.
in RPGs you're given stronger powers in order to counter stronger or more numerious monsters and baddies. the problem with modern RPGs is that they don't really take into consideration the synergy created between certain power combinations Before they empower the individual powers. WoW is a perfect example of this in that the individual spells and abilities are empowered as you level, but when compounded with the synergy of other spells individuals doing certain rotations become stupid powerful capable of single handedly felling boss mobs and doing 5 man group quests solo.
a better solution to this problem is to remove the empowering effects or increase in stats as an individual levels and put more focus into the empowering of rotations and how spells and abilities work together.
as to the suggested leveling method.
i can only really ever see this method really work in the confines of Real Time Beat-em'-ups and action-RPGs. It could serve as a gradual difficulty incline which start players off with simple button mashing but eventually forces them to learn to depend on skill, combos, and timing in order to compensate.
in a Standard RPG, it would some what force you to re-think the very design of the game as you could no longer up the difficulty rating as players went on... instead you would have to re-think challenges and situations and let the surrounding monsters also get weaker as well.
in RPGs you're given stronger powers in order to counter stronger or more numerious monsters and baddies. the problem with modern RPGs is that they don't really take into consideration the synergy created between certain power combinations Before they empower the individual powers. WoW is a perfect example of this in that the individual spells and abilities are empowered as you level, but when compounded with the synergy of other spells individuals doing certain rotations become stupid powerful capable of single handedly felling boss mobs and doing 5 man group quests solo.
a better solution to this problem is to remove the empowering effects or increase in stats as an individual levels and put more focus into the empowering of rotations and how spells and abilities work together.
as to the suggested leveling method.
i can only really ever see this method really work in the confines of Real Time Beat-em'-ups and action-RPGs. It could serve as a gradual difficulty incline which start players off with simple button mashing but eventually forces them to learn to depend on skill, combos, and timing in order to compensate.
in a Standard RPG, it would some what force you to re-think the very design of the game as you could no longer up the difficulty rating as players went on... instead you would have to re-think challenges and situations and let the surrounding monsters also get weaker as well.