[Runequest] Skill Checks (was Re: Runequest Digest, Vol 69, Issue 12)

Lev Lafayette lev at rpgreview.net
Sat Sep 13 09:04:57 EST 2014

Hi Herve,

On Sat, September 13, 2014 3:55 am, Hervé Kias wrote:
> 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).

Firstly, welcome to the list! Good to see the return of an old runequester...

> 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.

That's a simulatoinist side of RQ. A high-skilled character could go on an
adventurer (even with a modicum of stress and challenge) and yet learn
nothing new in terms of skills. However in the latest version of RuneQuest
(v6, p109) a successful skill check gives you 1d4+1% gain, and an
unsuccesful one +1%.

Mind you, adventuring skill checks are a bit of an example of incidents
that burn into your memories. Given RQ's convention of "one year between
major scenarios" for the generation of saga-like stories skill gains
through training and occupation are fare more significant.

By the way when making a response it is easier for others if the digest
subject heading is turned into something more explicit (see example).

Best wishes,

Lev Lafayette, BA (Hons), GradCertTerAdEd (Murdoch), GradCertPM, MBA (Tech
Mngmnt) (Chifley)
mobile:  0432 255 208
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