<div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><div class="im">> Training hours includes skill bonus, doesn't it?<br>
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</div>Not that I recall.<br>
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I have always operated that skill bonuses (rather like equipment bonuses<br>
or weapon base chances etc) are independent of training skill<br>
percentages.<br>
<div class="im"><br></div></blockquote><div>YGMV.</div><div>I have a RQ campaign where we didn't have frequent play times and I wanted them to advance fairly rapidly so:</div><div>Training d6-1 or 2</div><div>Skill d6 or 3</div>
<div>Checks are rolled against your basic skill (without mods) and you ADD your skill bonus to the roll. So yes, even if you have 100+ skill chance, you always have 4%+ skill bonus (96-00 always fails) to increase.</div>
<div>one check for a success, two for a special, three for a crit or a fumble.</div><div><br></div><div>This is pretty much everything in the players' favor, throttle down from there to taste.</div><div><br></div><div>
Plus my players tend to always try to disrupt SOMETHING (even each other) so they get just about a POW gain roll every day, which to me is staggeringly overpowered (in terms of the stacks and stacks of rune magic they can thereby accumulate) but I can't really figure out how to logically disable that.</div>
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