[Rq-rules] Re: Aptitude

Ashley Munday aescleal at btinternet.com
Thu Oct 19 00:18:45 PDT 2006


Hi Paul,

The system David's using can generate middling skill
levels very quickly - it gets you up to 75 or so a lot
quicker than the ordinary experience rules. One you
get over 100 in a skill it actually starts to slow the
rate of advancement down.

In addition (and it doesn't look like David's using
this) there were provisions for skills that weren't
used during an adventure to decline if they were 75 of
over so more and more training time was taken up
practising things you had a high level in rather than
developing new skills.

http://www.btinternet.com/~aescleal/Experience.htm has
got the full monte. Appologies for the colour scheme
and typos, it hasn't been modified since 1999.

If you don't like a lot of bookeeping in the game it
can get rather intrusive.

Cheers,

Ash

--- Paul Cardwell <carpgachair at yahoo.com> wrote:

> 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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