Basic Roleplaying Central

Home Forum Downloads Reviews Wiki Gallery Links


Go Back   BRP Central > The Basic Roleplaying Forum > Basic Roleplaying
Register Blogs FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
LinkBack Thread Tools Display Modes
  #21 (permalink)  
Old December 14th, 2007
drohem's Avatar
Senior Member
 
Join Date: Oct 2007
Posts: 476
Default

Well, I think that the skill cap of characteristic x 5% is reasonable only at character creation.

However, I disagree with the skill cap after character creation. This is severely limiting on character development; especially for average or slightly below average characters.
Reply With Quote
  #22 (permalink)  
Old December 14th, 2007
Kloster's Avatar
Senior Member
 
Join Date: Nov 2007
Location: France
Posts: 423
Default

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
Reply With Quote
  #23 (permalink)  
Old December 14th, 2007
Atgxtg's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 1,505
Default

Quote:
Originally Posted by Kloster View Post
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

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.
__________________
Got Puppet?
Reply With Quote
  #24 (permalink)  
Old December 14th, 2007
Trifletraxor's Avatar
Chief Beetle Breeder
 
Join Date: Aug 2007
Location: Oslo, Norway.
Posts: 1,362
Blog Entries: 5
Default

Quote:
Originally Posted by Atgxtg View Post
THen I used 1/5th of that for improvement rolls.
Could you elaborate on that last sentence?

SGL.
__________________
Ef plest master, this mighty fine grub!
116/420
Reply With Quote
  #25 (permalink)  
Old December 14th, 2007
Atgxtg's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 1,505
Default

Quote:
Originally Posted by Trifletraxor View Post
Could you elaborate on that last sentence?

SGL.
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.
__________________
Got Puppet?
Reply With Quote
  #26 (permalink)  
Old December 14th, 2007
Trifletraxor's Avatar
Chief Beetle Breeder
 
Join Date: Aug 2007
Location: Oslo, Norway.
Posts: 1,362
Blog Entries: 5
Default

It simplifies the base chances, and I like that. The improvement rolls get more complicated though.

SGL.
__________________
Ef plest master, this mighty fine grub!
116/420
Reply With Quote
  #27 (permalink)  
Old December 14th, 2007
Atgxtg's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 1,505
Default

Quote:
Originally Posted by Trifletraxor View Post
It simplifies the base chances, and I like that. The improvement rolls get more complicated though.

SGL.

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.
__________________
Got Puppet?
Reply With Quote
  #28 (permalink)  
Old December 14th, 2007
Senior Member
 
Join Date: Sep 2007
Posts: 528
Default

I like the Stormbringer 1 way, warts and all. The only modification is to remove POW from the physical bonus formulae to prevent 'super-mages'. It remains in COM and PER bonuses, and I use the Luck roll quite a bit.
Reply With Quote
  #29 (permalink)  
Old December 14th, 2007
Trifletraxor's Avatar
Chief Beetle Breeder
 
Join Date: Aug 2007
Location: Oslo, Norway.
Posts: 1,362
Blog Entries: 5
Default

Quote:
Originally Posted by Atgxtg View Post
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.
Hmm... Not bad. That's an idea I have to consider.

SGL.
__________________
Ef plest master, this mighty fine grub!
116/420
Reply With Quote
  #30 (permalink)  
Old December 15th, 2007
Kloster's Avatar
Senior Member
 
Join Date: Nov 2007
Location: France
Posts: 423
Default

Quote:
Originally Posted by Trifletraxor View Post
It simplifies the base chances, and I like that. The improvement rolls get more complicated though.

SGL.
Not by much, RQ rule was that you add your category mod to the roll before comparing to the value.

Runequestement votre,

Kloster
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On
Forum Jump


All times are GMT. The time now is 22:09.


Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.2.0