[Rq-rules] Re: Aptitude

Robert Hoffman IQuinn at surewest.net
Wed Oct 18 09:43:08 PDT 2006


"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"
>>So you mean players actually track EVERY success rolled during the
game month?  Doesn't that become a bookkeeping issue for every skill on
the character sheet (even just the commonly used ones)?
 
-----Original Message-----
From: rq-rules-bounces at crashbox.com
[mailto:rq-rules-bounces at crashbox.com] On Behalf Of David Smart
Sent: Wednesday, October 18, 2006 6:19 AM
To: Discussion of RuneQuest rules.
Subject: Re: [Rq-rules] Re: Aptitude
 
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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