[Runequest] Runequest Digest, Vol 69, Issue 12
steve.perrin at gmail.com
Sat Sep 13 09:03:26 EST 2014
One addition to my previous statements on my XP system. A player who
does not fancy his dice luck can always just spend an XP to increase a
skill by 1%. The kicker is that he has to add that to the lowest skill
%ile he has checked. So if a character has 8 checks and 6 XP, he gets to
increase the 6 lowest checked skills by 1% each. Note that once a skill
has been increased, the check is erased, so the next point goes to the
lowest skill NOW checked.
On 9/12/2014 9:55 AM, Hervé Kias wrote:
> Hello there,
> I am a newcomer on the mailing list. I am 41 and lives in Luxembourg.
> I have played RQ for the last 20 years even though I have not been
> able to play much recently (wife, kids, job... well you know that by
> Anyway, I have always been slightly embarassed by the "probabilistic"
> approach of improving skills in RQ. Indeed, with bad luck, you can end
> up by learning nothing after a scenario (i.e. no percentage gain)
> thanks to lousy dice rolls. Nothing is more frustrating. On the other
> hand, systems with XP points (like D20) are too deterministic in
> nature : you always get to improve (unless you are farming goblins
> with a lvl 20 PC, but I assume the GM will play a scenario with a
> decent challenge for the PCs), even when you actually should not learn
> I guess the best system lies in between. Here is what I use :
> - Each use of a skill in stressful situations entitles a check
> (whether it is a success or a failure, as I believe we also learn from
> our failures). Thus a player could have 5 or 6 checks or more in many
> different skills at the end of the gaming session.
> - At the end of the gaming session, players when players roll for
> their skill improvement, I allow them to multiply by 3 each check
> above the 1st one : this number will act as a bonus on the roll for
> improvement so the skill will very likely improve. Ex : a PC with 5
> skill checks will roll with a bonus of 12% (not including his bonus
> category). Great PCs with 100%+ skill will have slightly more success
> but not to the extend where he will get 300% !
> - A fumble or a crit entitles to an immediate skill roll, whether the
> skill was used in a stressful situation or not. Why including the
> fumble ? Because people also learn after having experienced an epic
> failure (I will secure my shield strap better NOW, even though, it may
> still snap in the future due to bad luck or particular conditions).
> This roll cannot be modified using the above system.
> The stat padders that stab rats or are incentivized to switch to
> something else so they can improve would have to rethink their options.
> -----Message d'origine----- From: runequest-request at rpgreview.net
> Sent: Friday, September 12, 2014 3:37 PM
> To: runequest at rpgreview.net
> Subject: Runequest Digest, Vol 69, Issue 12
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> Today's Topics:
> 1. Re: RQ 6 Failed Athletics (Styopa)
> 2. Re: RQ 6 Failed Athletics (Stephen Posey)
> Message: 1
> Date: Thu, 11 Sep 2014 22:33:09 -0500
> From: Styopa <styopa1 at gmail.com>
> To: RuneQuest Rules <runequest at rpgreview.net>
> Subject: Re: [Runequest] RQ 6 Failed Athletics
> <CAOKbp334W8TWPcsHeM3k1v=AJn4wHrnEs5ayBL1sdmBfr8Db0Q at mail.gmail.com>
> Content-Type: text/plain; charset="utf-8"
> I think part of the 'golf bag of skills' thing comes from the finite
> of the check-system. If you get a check, then no amount of subsequent
> "helps" you, in the sense of potential improvement. So players are
> incentivized to switch to something else that they can improve.
> What my players like very much (and it's derailed 100% of the 'no, you
> can't just stab rats for a skill check' thing) is our house rule:
> Success or a fumble (ooh, don't do THAT again!) gets you a check,
> special 2
> checks, crit 3 checks. That's how many times you get to roll against the
> skill for improvement in the next skill-check opportunity. Once you
> have a
> check, subsequent results give you tick marks (1, 2, or 3). (If you
> already have a single check, and get a crit, it's increased to 3
> checks, it
> doesn't give you ticks then.) Those tick-marks can be spent by the
> either pre-roll to increase the chance to fail (ie get a skill check)
> If they don't spend them for that, then they can use them 10 ticks:+1 on
> the benefit of a successful skill roll. In any case, when one does the
> skill checks, all accumulated checks/ticks are obliterated.
> Yes, it accelerates skill growth a little, but I'm not averse to that
> either. It's still bloody hard to increase past 100% so (shrug).
> On Thu, Sep 11, 2014 at 5:20 PM, Steve Perrin <steve.perrin at gmail.com>
>> These days, I hand out Experience Points (somewhere between 3 and 5
>> as a
>> rule) and you can spend a point to get an Experience roll against a
>> you have checked. If unsuccessful, you can spend another point to
>> roll for
>> the same skill, but that expends a point. Once a skill has increased,
>> check gets erased, but you can save a check for several games before
>> finally using a point to try to increase.
>> You can also spend Experience Points (in various numbers) to gain
>> or increases in characteristics, so sometimes points are saved for that
>> In games I have played with Mac McMahon (now, alas, gone from us) as
>> GM he
>> would let you roll if you had 5 checks on a skill. This lets you either
>> spread your experience widely or focus on special skills.
>> Both methods tend to reduce check shopping as a regular activity.
>> Steve Perrin
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