[Runequest] Quick-and-dirty skill pyramid
Eric Leventhal Arthen
ericla413 at gmail.com
Wed Nov 20 08:21:19 EST 2013
I mostly just set a percentage right vs left, esp. because it varies
among the races in my world.
Generally use 70% right handed for humans.
That did become important in a recent gaming session when two
characters took significant damage to an arm, in one case to their
'off' arm but in the other it was their primary one.
On Tue, Nov 19, 2013 at 3:36 PM, Peter Maranci <pmaranci at gmail.com> wrote:
> That's interesting! I've been playing RPGs for almost as long, and that
> method (or some variant using two dice of similar proportions, such as a D4
> and D8, or a D10 and D20) was used by every gamer I ever met. I seem to
> recall reading it somewhere, but I don't remember where. Maybe it's a
> regional gaming custom, extending from the US East Coast at least out to
> I don't remember ever seeing ambidexterity represented as being *higher*
> Dexterity, though. It was often considered desirable - more so in D&D than
> RQ - but actually increasing the characteristic seems...odd.
> On Tue, Nov 19, 2013 at 3:24 PM, Styopa <styopa1 at gmail.com> wrote:
>> On Tue, Nov 19, 2013 at 2:05 PM, Peter Maranci <pmaranci at gmail.com> wrote:
>>> Doesn't RQ use the usual method of resolving handedness? That is, rolling
>>> a D6 and a D12? If the roll on the D6 exceeds that on the D12, the character
>>> is left-handed. If the result is equal, the character is ambidextrous.
>>> Otherwise, the character is right-handed. I've been doing it that way for so
>>> long that I just assumed it was in the system, but now I'm wondering if that
>>> was actually taken from some other system!
>> The "usual" method?
>> It's clever, but I've been playing RPGs since 1979, and I don't recall
>> EVER hearing that method...
>> Wasn't perhaps Arduin Grimoire the first to have a character advantage
>> table? Boy, that's hard to remember.
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> Peter Maranci - pmaranci at gmail.com
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