[Rq-rules] Have I Got This Right?
Tom Cantine
tcantine at incentre.net
Sat Feb 9 18:04:37 PST 2008
That's almost how I've always calculated it, except that I always
thought it was the Manipulation skills modifier for weapon attack,
rather than Agility. Agility goes to parry and dodge.
Also, I keep the modifier separate from the skill, so on my sheet, I'd
like Slayer Tim's actually skill as 49%, and then add the modifier (and
any other situational modifiers) when the skill is actually used. There
are two reasons for this. First, your modifier can change as your STR,
DEX and INT are affected by things like spells or disease or fatigue (I
don't use FP anymore, but rather have fatigue levels which are imposed
as penalties to attributes). Second, it makes calculating the
experience checks easier.
On 9-Feb-08, at 6:23 PM, royce at efn.org wrote:
> Hi, All,
> My apologies for asking such an elementary question, but here goes.
> I've got my RQIII players book out, & I'm mentally generating a
> beginning
> character. As recommended, I start with a 21-year-old barbarian --
> say, a
> warrior. Assume that agility nets to +2.
> Our barbarian warrior, Slayer Tim, selects 1H sword & Shield (how
> original) for his primary weapon set. Page 26 cultural weapons table
> says 1H sword skill starts at 25. At age 21, Slayer Tim gets six years
> of experience, 1H weapon X4, which gives +24. With his agility +2,
> Slayer Tim totals skill 51 with a 1H sword.
> Is that a correct accounting to determine the character's starting
> sword skill level?
> Corrections are warmly welcome.
> Sincerely,
> Asher
>
>
>
>
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