[Rq-rules] Re: Aptitude
David Smart
jurrubin at gmail.com
Wed Oct 18 06:18:52 PDT 2006
Exactly, Julian. I've altered the experience check rules to provide a single
check for a basic success, two checks for a special success, and three
checks for a critical success.
My players may make experience rolls for each of their character's skills
that has accumulated one or more experience checks since the last set of
experience rolls. Usually this is about once an in-game month unless the
action has been truly intense.
To make an experience roll, the player rolls d100 and adds the character's
skill bonus and the number of experience checks the character has
accumulated. If the total is less than the character's current skill,
nothing happens. The character keeps the accumulated experience checks and
the player may try again next month if the character gains another
experience check in that month.
If the player succeeds in the roll, the character loses all of the
experience checks in the skill being tested and increases the skill by 1/10
of the difference between the modified roll and the character's skill level.
Round all fractions up.
If an character accumulates greater than his (Current Skill - Category
Bonus) number of experience checks, he immediately gains a bonus of 1d10 in
the skill and loses all experience checks, whatever he's doing, even if in
the middle of an adventure.
This all has the effect of certain skills improving quite a bit faster than
those that are less used. The improvement may seem to be too rapid to some
but my group meets only twice a month, if that, so it doesn't have that
great of an unbalancing effect for us.
On 10/16/06, Julian Lord <julian.lord at gmail.com> wrote:
>
> <snip>
> 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...
>
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