<div dir="ltr"><div><div>Thanks Bruce, I didn't know about RQ6/Legend's smaller skill lists and higher base; I've added appropriate caveats to the version I'll eventually post on my RQ site.<br><br></div>At the risk of being told I'm an idiot, let me veer into a more speculative realm. <br>
<br>Building on the skill pyramid character design system, in
the past I've experimented a little with folding this system in with a
characteristic point-buying system. In that system, PCs start with all
characteristics at species average, and can sell or buy characteristic
points using the same build points that they'd spend on skills (the
total number of points being increased, of course!). In that case
characteristics were tiered in value, with Dexterity and Intelligence
the most expensive and Size the cheapest since both high and low SIZ
have benefits and drawbacks.<br><div style="max-height:none" class=""><div class=""><br>Each additional point of
characteristic would cost as much as the previous point, plus the cost
of the initial added point. So Dexterity would cost 10 points for the
first point, 20 for the second, 30 for the third, 40 for the fourth,
etc. Each point would have to be paid for, so assuming that DEX started
at 11 (rounding the species average upward) a DEX of 18 would cost 280
skill points. Since Intelligence starts two points higher (due to the
higher species average - 2D6+6 rather than 3D6) an Intelligence of 18
costs 150 points.<br><br>Power costs 8 skill points for the first point,
Strength 7, Constitution 5, Appearance 3, and Size 1. All increase in
cost the same way for additional points.<br><br>All point buys in a
specific characteristic must be made and paid for at once. You cannot
buy a point of a characteristic at a time to get it more cheaply. Of course no characteristic
can be bought above the normal rolled maximum without special
dispensation from the gamemaster.<br><br>Characteristic points can be
sold in the same way, yielding skill points. So if three points of
Intelligence are sold, the PC gains (10+20+30) 60 skill points. Again,
no characteristic may be sold down below minimum value without the GM's
approval, and any reduction of more than two points would likewise
require a sign-off by the GM.<br><br>Using this system, it would cost a
human 1,368 points to have an 18 in every characteristic. I'm still
pondering the total number of points that would be appropriate for a
combined skill-and-characteristic system.<br><br>I also noticed with
interest long ago that the GURPS system of advantages and disadvantages
could be incorporated very nicely into RuneQuest - and what's more, it
could easily be made to fit in with the point-buying system!</div></div><br></div><div>->Peter<br></div></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Sun, Nov 17, 2013 at 4:29 PM, Bruce Mason <span dir="ltr"><<a href="mailto:mason.bruce@gmail.com" target="_blank">mason.bruce@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr">I have used versions of this though not quite as generous. That said, I've used it mostly for the RQ6/Legend branch which has much smaller skill lists and a reasonably high base chance. <div>
1*60, 2*50, 3*40 and 4*30 is the basic pyramid I use (400 skill points) then either 5*20 (and you can add to pre-existing skills) or 2*50 to two new skills.</div>
<div>Finally everyone gets +40 to own language, lore (homeland), culture (homeland). These do stack with any other additions.</div><div><br></div><div>Bruce</div><div><br></div></div><div class="gmail_extra"><br><br><div class="gmail_quote">
<div><div class="h5">
On 17 November 2013 20:33, Peter Maranci <span dir="ltr"><<a href="mailto:pmaranci@gmail.com" target="_blank">pmaranci@gmail.com</a>></span> wrote:<br></div></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div><div class="h5">
<p dir="ltr">For many years now I've used a quick-and dirty method of skill generation for RuneQuest, and I thought it might be worth posting here. I hope I didn't post it before!</p>
<p dir="ltr">Call it a skill pyramid. After the players have generated their characteristics and determined their skill category bonuses, they have the following points that they can distribute into their skills:</p>
<p dir="ltr">70 x 1<br>
60 x 2<br>
50 x 3<br>
40 x 4<br>
30 x 5<br>
20 x 6<br>
10 x 7</p>
<p dir="ltr">So they can add 70% to one skill, adding that to the base (or cultural) percentage and their category modifier. They can add 60% to two other skills, using the same method. Etc, etc.</p>
<p dir="ltr">Of course attacks and parries are separate skills. If a character is using a specialization which is skill-intensive, such as RQIII Sorcery, I'll allow them additional skill percentages as needed to maintain reasonable balance.</p>
<p dir="ltr">Although they're not normally allowed to add to a skill more than once - for example they can't add up all seven 10% additions and give themselves a second +70 - I do sometimes allow them to add leftover 10s or 20s to a skill that has already had an add. But NO skill can have more than a total 70% add, and I'd be very unlikely to allow any additional add that increases the total addition to more than 50%.</p>
<p dir="ltr">Of course, for a higher-level campaign I'd increase the top skill level. And I'd decrease it for a low-level one.</p>
<p dir="ltr">So has anyone else used this method? Or something like it?</p>
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