Re: RQ digest 4#4

From: Jeff Okamoto (okamoto@hpccc.hp.com)
Date: Sat 24 Mar 1990 - 09:56:33 EET



>Subject: Checks vs. Experience and a few toys.
>From: michael p mittmann <mittmann@pawl.rpi.edu>
>
>but I did want some way to reward (or
>punish) exceptionally good or poor playing (both intelligent
>actions and good roleplaying). So I came up with the system of
>giving "character checks". These are checks which are awarded
>by the GM at his(her) whim, then when the character would normally
>roll his(her) checks each one of these gives her(him) a 2% better
>chance of making each check.

This is pretty nice! At DunDraCon, I was talking with Larry DiTillio, and he has come up with an idea that I may try too. The problem was that his group would only play once a month, and his adventures would often take 3 or 4 sessions, thus allowing only that many chances to advance.

What he has done is to say, every time you successfully use the skill, take a check. When you have accumulated 5 of them, right then it's as though you successfully made an experience gain roll. For combat skills, you only get one check PER FIGHT.

And of course, at the end of the adventure, you roll the rest of your checks normally. Larry didn't mention, but I suspect that each extra check adds some percentage to the chance of advancing.

Jeff

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