▁These ▁were ▁offset ▁with ▁defect s ▁that ▁also ▁r anged ▁from ▁the ▁fant ast ical ▁- ▁such ▁as ▁skin ▁that ▁dissol ves ▁in ▁water , ▁or ▁a ▁sc ent ▁that ▁attract s ▁mon sters ▁- ▁to ▁the ▁m und ane , ▁such ▁as ▁se iz ures , ▁mad ness ▁and ▁ph ob ias . ▁ ▁Char acters ▁in ▁most ▁versions ▁of ▁G amma ▁World ▁ear n ▁experience ▁points ▁during ▁their ▁advent ures , ▁which ▁cause ▁the ▁character ' s ▁Rank ▁( in ▁some ▁ed itions , ▁Level ) ▁to ▁increase . ▁ ▁Un like ▁D & D , ▁however , ▁the ▁first ▁two ▁ed itions ▁of ▁G amma ▁World ▁do ▁not ▁use ▁a ▁concept ▁of ▁true ▁level ▁or ▁character ▁class , ▁and ▁increases ▁in ▁Rank ▁do ▁not ▁affect ▁the ▁character ' s ▁skills ▁or ▁combat ▁ab ilities . ▁ ▁In ▁fact , ▁in ▁the ▁first ▁three ▁ed itions ▁of ▁the ▁game , ▁character ▁rank ▁is ▁primarily ▁a ▁measure ▁of ▁the ▁character ' s ▁social ▁prest ige . ▁ ▁The ▁game ▁mechan ics ▁used ▁for ▁resol ving ▁character ▁actions , ▁on ▁the ▁other ▁hand , ▁greatly ▁varied ▁between ▁G amma ▁World ▁ed itions . ▁The ▁first ▁two ▁ed itions , ▁like ▁the ▁early ▁ed itions ▁of ▁D & D , ▁depend ▁heavily ▁on ▁matrix - based ▁mechan ics , ▁where ▁two ▁factors ▁( one ▁representing ▁the ▁actor ▁or ▁attack er , ▁and ▁one ▁representing ▁the ▁oppon ent ) ▁are ▁cross - refer enced ▁on ▁a ▁chart . ▁ ▁For ▁some ▁actions , ▁such ▁as