[Rq-rules] Re: Aptitude

Paul Cardwell carpgachair at yahoo.com
Wed Oct 18 10:46:58 PDT 2006


Even with a large number of skills (Mythworld has over
a hundred, plus weapon, trade, and subdivisions such
as specific language) it is no big problem.

Daily activities (camp, cook, work on a scroll-based
skill learning or two, etc.) are often rolled ahead of
time and applied at the proper day.  Some of our
players use a computer with spreadsheet program, so
they essentially just check it off and let the program
see to the learning.

Also the lack of golf-bag munchkins helps.  We play
the story rather than the rule book, although we do
stick to the rules as printed.

We have learning rolls of one-point gain for a
successful roll, two for a special, and five for a
critical, but have not adopted any particular bonus
for specials and criticals in the use of the skill
itself.

My question pertaining to that is does it tend to
increase skills to rapidly?  This has been our main
resistance to using it.  A raw beginner gaining
knight-priest status in a game year or two is far too
fast, and being stuck with nothing but a five year
wait for the next level is boring unless there are
other factors filling that time period so it doesn't
seem so arbitrary.

Paul Cardwell



--- Fred Vogel <darthvogel at hotmail.com> wrote:

> >From: "Robert Hoffman" <IQuinn at surewest.net>
> > >>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)?
> 
> Thus far this has not been a problem.  RQ (or at
> least how we are playing) 
> has a fairly limited number of skills, which I think
> is a strength of the 
> game.  Additionally, the knowledge based skills you
> don't get checks for; 
> which makes perfect sense.  If i succesfully
> identify something using some 
> lore skill, I'm not going to know any more of that
> lore as a result.
> Fred


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