[Runequest] Runequest Digest, Vol 69, Issue 12

Steve Perrin 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.

Steve Perrin

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 
> heart).
> 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 
> anything.
> 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.
> Cheers,
> RV
> -----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
> Message-ID:
> <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 
> nature
> of the check-system.  If you get a check, then no amount of subsequent 
> use
> "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 
> player
> either pre-roll to increase the chance to fail (ie get a skill check) 
> 1:1.
> 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>
> wrote:
>>  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 
>> Skill
>> 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, 
>> that
>> 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 
>> talents
>> or increases in characteristics, so sometimes points are saved for that
>> purpose.
>> 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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