[Rq-rules] Re: Aptitude

Julian Lord julian.lord at gmail.com
Mon Oct 16 09:04:00 PDT 2006


Leon :

This is something I been thinking for a while.


Same here. :-)

One of
> the problems in RQ, since it does not have classes, is
> that after a while all characters begin to be very
> good in all skills. Magic Users quickly gain combat
> skills and fighter types quickly gain magic skills.
>
> There have been several attempts to fix that. One was
> to cap certain skills to DEXx5 or DEXx3 for Priests,
> Shamans and Sorcerers, but this gives an unfair
> advantage to characters with good stats. Another
> attempt has been to limit the number of checks a
> character can take after an adventure, but that does
> not take training into account and penalizes
> characters who are engaged in a long adventure.


What I found worked best was to simply award multiple experience checks for
extensively and/or dramatically used skills, so that for example a warrior
who used his sword for whichever emphatic results (either quantitavely or
qualitatavely) during an adventure might gain 4 or 5 experience checks for
his sword skills. This I found to be enormously helpful to ensure
differentiation between PCs according to their actual impact of their skills
from game session to game session...

Julian Lord
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