[Rq-rules] Re: influence of abilities on skills

Allan Hird allan.hird at gmail.com
Tue May 15 09:20:29 PDT 2007


Hmm..I may have missed your point, but here's tangent on it (and seems
interesting): your training leverages your natural ability?  So, your rate
of improvement in a skill depends on the associated characteristic(s)?  The
more natural ability you have (talent) the more you get out of practice,
training, and experience.  So you would start of with a base skill
influenced by characteristics.  Then as you train, practice, or gain
experience your skill goes up, but the rate of increase depends on the
original untrained natural ability in that skill.  A metric could be a dice
roll derived from the original skill category bonus.  So a category bonus of
X would give a dice roll of dX or the nearest die to that bonus.  +4 bonus =
d4, +7 = d6 or d8, +10 = d10, etc.  Since each skill category  bonus range
is different, you would likely use a scale of die values.  After all, a +20
category modifier would result in a d20 roll, which is a bit much.  Also, it
would have to be scaled back as skill approached 100% or some such.


On 5/15/07, grogthing <grogthing at yahoo.com> wrote:
>
> This is always an interesting topic.
>
> Now if I recall properly there is a certain response
> speed of the muscles in response to the electrical
> impulse sent from the brain telling the muscle to
> move. It can be trained up by vast amounts of
> repetition of the specific muscle movement. This was
> taught to me in one of my martial arts classes, I
> assume its correct, but i am not a scientist.
>
> So you take someone cold and with no training and tell
> them to punch a target as fast as they can, it will be
> at a certain speed and accuracy, while a person who
> has spent time, repetitively practicing that punch
> over and over again for many hours will punch must
> fast, harder and more accurate.
>
> In this scenario, it would seems that what we call
> base attributes...which ends up being what we roll
> against when there isnt a specific skill to use....is
> the cold, untrained level of response.
>
> It would seem logical, that once specific training
> occurred...that should/would override the use of the
> default attribute.
>
> Now does a person who has done a lot of specific level
> practicing...ie a high skill level...affect ones
> overall untrained response...ie...high skill
> levels...lead to having higher attributes? I would
> think so...
>
> The system I have been trying to tie down would
> give...all starting characters....average physical
> stats.....then let them purchase skills according to
> character concept....then have a calculation to figure
> the attribute bonus or penalty....based on investment
> in skills that affect that attribute.
>
> Greg
>
> --- Wayne Shaw <shaw at caprica.com> wrote:
>
> > At 11:43 PM 5/13/2007, you wrote:
> > >There is actually any number of arguments that once
> > someone is
> > >trained in a skill, any influence of abilities is
> > problematical.
> > >
> > >As anyone can tell from my own game design, I don't
> > necessarily
> > >believe this, but some perfectly fine game designs
> > do not connect
> > >skills and abilities directly.
> > >
> > >For that matter, even my own designs tend to give
> > increases in some
> > >skills to people with certain ability scores, but
> > as soon as they
> > >get some experience in the skill (increase it
> > beyond the base
> > >acquired through abilities), the abilities no
> > longer have much
> > >effect on the trained skill.
> >
> > Yeah.  Traditional RQ was such that abilities
> > mattered enormously
> > when you were starting out, but only modestly after
> > that.
> >
> >
> > >At this point, I don't recall specifically what I
> > wrote in SPQR, but
> > >I think when I do the skill chapter I am going to
> > make a point that
> > >increase of abilities after training in a skill
> > only has an effect
> > >if the ability increase would take the base skill
> > above that of the
> > >trained skill.
> >
> > Eh.  I don't recall how SPQR handled bonuses, but if
> > its anything
> > like the RQ3 approach where its only adding a
> > percentage point here
> > and there, its pretty harmless.
> >
> >
> >
> >
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> >
>
>
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>
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