What we often tend to see on a character sheet is game design decisions. We see hit points as a counter for damage, we see a class name as a reference to a set of particular features it embodies, we see a list or table of modifiers as some way to summarise the combat system and patch it for complexity, we see a level as a number that encompasses the character’s overall advancement with respect to other numbers.
What we should see instead is game points – not game design points. Game points, guys! Yes, a level is a measure of overall advancement. The higher it is, the more likely it is for other characters to recognise this one as a hero, to know of him or her before meeting them. A class is an archetype, one of the steadily defined niches in the chosen genre, a social group the character belongs to. Hit points are not just a counter, they are also a measure of how good can a hero resist the impact of the hardships he or she experiences (I know it’s the same in other words – but since we think and express ourselves in words, it makes a world of difference). Multiple modifiers signify areas of expertise that a character chooses (or not) to achieve perfection in.
This has nothing to do with game design as such – you can say that good design leads to perfect character sheets, but I don’t buy such arguments. A lot of the things said above are only about perception.
Posted by Radaghast Kary