[Rq-rules] RQ III Experience was d100
Lance Dyas
lancelot at inetnebr.com
Tue May 15 06:10:57 PDT 2007
Nick.Middleton at wrsl.com wrote:
>>> I always wondered why "weapon caddies" occurred ... and figured it
>>> meant part of the
>>> advancement system was at one point broken... but no, people on this
>>> list blame the players.
>>>
>
>
> "Whenever an adventurer successfully uses a skill and the gamemaster agrees
> that the success is worth an experience roll, t he player checkmarks the
> small box next to the skill on the adventurer sheet." (Players Book, page
> 36) Pretty unambiguous really: "Whenever... the gamemaster agrees..."
>
sure and WAY too Too subjective...on what basis is the GM supposed to
agree or not no guidelines or examples etc etc requiring too much
police work by the GM. His/Her job is big enough.. there are any number
of reasons this will not work for a lot of people. The atmosphere I was
first exposed to RQ was a convention and had an atmosphere of check
hunting and weapon caddying that was outright silly..
RQ!V :: AIG has rules that don't require the GM to play Police
officer... my favorite was something along the lines of after an
adventure each character gets a specific number of checks they can
roll. I think they had one involving 5 weeks of non adventure time as
well. Both of which removed subjectivity and tied advancement at least
somewhat to time passage.
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