Re: Yet another experience system (YAES)

From: Ian Domville (id@stl.stc.co.uk)
Date: Mon 12 Jun 1989 - 09:56:33 EEST


    In issue 3.8, Mats Olsson describes an interesting approach to one half of the skill check frenzy problem, ie. "I've got my tick in one weapon, which weapon next". (The other half is, of course, the lock-picking orgy.)

> "Whenever a skill is used, a skill gain check die appropriate for the skill
> is used. If the skill gain check die indicates a skill gain is possible
> and the player succeeded in using the skill, the player checks if he would
> have failed if he had read the dice the other way and added his skill bonus.
> If so, he gains 1% in the skill."

> Ok, I've said my bit. How about some comments?

    It's a trifle complicated for me. Have you play-tested it ?

    The problem is that one "tick" gives an increase roll. Consequently, if characters can have a tick every time the skill is used, they rise far too fast. In my game, one tick isn't enough to gain an increase roll. The number of ticks required depends upon the skill. I use a range from 2 to 7. For example, combat, magic and first aid need 5. Scan needs 7 (in my game, observation is very important.) Less common skills such as conceal or track need 2.

    Characters now keep track of the number of ticks gained in a skill, up to a limit of twice the number required for a roll. After a decent rest (24 hours), they can make any rolls they are eligible for by discarding the appropriate number of ticks. Alternatively, they can use them to offset the cost of training (not as much needed if you've got some hard practice).

    In addition, rolls made at 10% of the skill (ie. not all specials) give an immediate bonus roll.

    Increase rolls : roll d100, add the relevant skills modifier, subtract the current skill. If this is positive, divide by 10 and truncate (not round). The result is the increase gained.

    increase = truncate( (d100 + modifier - skill)/10)

    During combat, all a player has to do is keep adding ticks for successful rolls. Except for when bonus increase rolls are gained, there are no extra dice involved. Of course, at the end of the day we must all choose our favourite and stick with it. This works for my campaign.

    Incidentally, for Lore skills successful rolls don't give a "tick". Only an unsuccessful one combined with obtaining the information elsewhere (eg. another character's successful roll) gets a tick.

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