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I've always detested the fairly common RPG dynamic of a character with a very high stat (e.g DEX 18) but with a very low, stat-related skill (e.g. this same DEX 18 character with merely a Tumble 5%, for instance). And the inverse is just as bad, perhaps worse: a character with a medium to low stat (DEX 10) achieving master level in a related skill (Tumble 90%). D&D 3.x is very much guilty of this dynamic, but BRP over the years has only slightly mitigated the problem. The RQ3 skill categories still aren't weighted correctly, in my opinion. For starters, I think skills should be capped at Related Stat x 5. Thus, the above DEX 10 character can never develop the Tumble skill above 50% (10 x 5). |
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Definitely option 2 - for pretty much the same reasons as Nick. Base Chance + skill category modifiers + chargen points to distribute (sort of RQ3 / modified SB5) means you can mess about very effectively with species skills and cultural and occupational differences, et al. V.imp for my games.
Nice to see the Skill Cats making a comeback. Always was a fan of those. Sarah |
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May natural inclination is toward skill base + attribute modifiers + previous experience bonuses, but you can probably get a compareable result out of average and multiply plus previous experience systems. Either way, I think there should be some effect of attributes on advancement so they still matter, and I've never been a fan of simple flat skill bases with no attribute influence.
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I think you can use the stat based base chances and still involve the stats later. Either by having them affect your improvement rolls, or just by calling for stat rolls fairly frequently (whcih I always did, so no issue there)
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I like to follow roughly CoC's guidelines that say 25% is hobby level, 50% is about an average level of professional skill, 75% is a noted professional level, and 90% is world renowned. There's absolutely no way someone should be able to achieve the 90% or higher level with anything less than a 16 related stat. And, on a side note, I like to assign the average of two stats to most skills. In the Pianist skill example, I'd probably assign DEX/POW. Quote:
Last edited by McBard; December 14th, 2007 at 01:45. |
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MCBard,
I Disagree. I've seen too many people who are good at one thing, and yet don't have a phenomenal stat to back it up. Using the CoC guidelines of 50% being professional level, then about half the people out there can't do their job professionally, since stats are generated on a 3D6 bell curve. Pretty much ANYONE can learn ANYTHING if they make a commitment and put the work into it. It just comes a lot easier and faster to those who are gifted. I also don't use the CoC skill raknings, as no other RQ based game has ever done so. Generally 90% is considered "master" level in most BRP RPGs.
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