[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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