From: Steve Maurer (steve@vicom.com)
Date: Tue 22 May 1990 - 09:56:33 EEST
Jeff Okamoto:
> 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.
My way was even simpler. You may stack checks. When you get the "week to mull it over", you may roll all the checks you have stacked. You may also use a check to roll your stacked checks immediately ("perfecting a new technique").
I allow you to get a new check once per "new experience". This typically is once per fight, but if there are several disjoint battles involving the same type of foe (i.e. yet another band of Trollkin), PC's don't get additional checks from subsequent battles. If you have to do wildly different things (fight mounted horseman, fight a broo), even if it is in the same battle, you get two checks.
This adds only minimal overhead to the game, and makes it much more realistic.
Steve Maurer steve@vicom.com
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