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I think my choice goes to the RQ method, with categories, and bonus depending upon characteristics.
But having some starting values based on one or several characteristics, instead of a flat value can be fine, as long as the categories are still present. Runequestement votre, Kloster |
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That's the way I did it in my previous posted variant. I kept the skill categories, but used them for the base chances. So Manipulation would be INT+DEX+(STR/2), Knowledge would be INTx2, and so on. It simiplied skills greatly, since you only had to track those skills that were higher than the starting percentage (the skill category). THen I used 1/5th of that for improvement rolls.
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Sure. Let's say you wrote up a character with a 13INT, 15 DEX, and 12 STR.
Using my formula for Manipulation skills as INT+DEX+(STR/2), he would start with a Manipulation Skill Category of 34% (13INT+15DEX+12/2STR). So any manipulation skills, such as Slight or Conceal, as well as Weapon attack skills would start off at 34%. When rolling to see if such skills improve at one-fifth of the skill category to the improvement chance. So a 34% Manipulation Skill Category is worth 34/5= +7% to the improvement chance. Note that this isn't too much different from the RQ3 method, but simplifies a lot of the base chances.
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You could just add the entire skill category (34%) to the roll but then change the improvement roll from 1D6 to 1D4. You get the same rate of advancement because while you make more rolls, you get less per roll.
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![]() SGL.
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Ef plest master, this mighty fine grub! 116/420 |
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Runequestement votre, Kloster |
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