[Rq-rules] Re: RQ-Rules Digest, Vol 12, Issue 21
Steve Davies
sdavies2720 at yahoo.com
Fri Sep 8 13:43:49 PDT 2006
Leon,
Yes, this does lead to more rapidly increasing skills,
but the pace of advancement is working for us. After
about 18 months of regular play, players are just
starting to feel confident to go on HeroQuests where
their skills all get cut in half...and the more
conservative players are grumbling about how their are
all going to die. I only allow one experience check
at a time, and typically the characters need to get
back to somewhere safe where they can "process
checks". That happens about once every 2-3 sessions.
I have been letting all weapons add to an overall
weapon skill, but now that we're talking about it, it
would make more sense to keep the bonuses within one
weapon family (e.g. 1-h hafted).
In truth, I've been thinking about scrapping this rule
even though I like it. My gaming group has 3 sessions
of AD&D3.5 and one session of variant-RQ per month,
and I'm working to decrease complexity wherever
possible. We fight through resetting rule mindset
every session. I already scrapped the skill
degeneration rule and the Bonus Damage<=Weapon Damage
on each hit.
At the end of the day, one of the things I love about
RQ is that the base system is clean and it relies on
the GM/world to provide the balance and direction. I
have had NPCs (mentors and those in power who control
advancement) 'suggest' to characters that they are
wasting too much of their time on frivolous activities
(read as skill advancements that the NPC does not
value).
Steve
> Date: Fri, 8 Sep 2006 12:24:51 -0700 (PDT)
> From: Leon Kirshtein <leonbk at yahoo.com>
> Subject: Re: Re: [RQ-rules] Aptitude
>
> The last thing I want is to increase the bonuses.
> Imagine what happens with weapon skills!
>
> In fact IMW, the rule is if your skill is at base%
> you
> dont even get the modifier and the modifier can not
> more than double your skill.
>
> Leon
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