CHA, POW, DAMAGE BONUS, ETC

From: boris (mabeyke@batman.b11.ingr.com)
Date: Tue 15 Jun 1993 - 19:58:24 EEST


  A few random notes on various subjects over the last few days.

  1. THE CASE FOR CHARISMA
  Actually, I'll start with the case against APP. It's the next thing to
  useless in every RQ game I've either played in or GMed. Male PCs will
  nearly always sell it short, (though female PCs will typically have more).
  And no matter how I stress it ("the priest doesn't seem to like you, he
  averts his gaze when talking to you, he seem to be spending much more time
  with Jannon the Handsome", etc) they will still do the same. Why?
  BECAUSE IT'S ONLY REAL EFFECT IN THE RULES IS A MEASLY SECONDARY ADD TO
  COMMUNICATION! (Sorry, I'll try not to shout anymore.) So, APP is broken.
  We need to either replace or discard it.

  I've played almost no RQ2 (and left that one campaign quickly because it
  was a munchkin romp). Consequently I don't know how well CHA was done in
  it. I've been told, many times however, that RQ2 handled CHA better than
  most games. Be that as it may, CHA doesn't have to be a roleplaying
  crutch. There is a need for something like it, if nothing else than as a
  base for social skills. Currently, INT is the primary base for these.
  I'm sorry, folks, but I know LOTS of really brainy people that don't have
  the first clue in social situations (myself included, except I'm not sure
  I meet the first criterion). And I know lots of clueless twits who breeze
  through social matters easily. Basing skills such as Bargain, Beg, Fast
  Talk, Orate, or Savoir Faire (which Custom, a knowledge skill, really
  doesn't cover) on INT is silly. CHA would be much better. Another thing,
  having some upper limit on bound spirits would be handy. CHA in RQ2 had
  that function, and it makes some sense. There is no such limit currently.

  So it seems to me there is a hole in RQ3 and in the current draft that
  CHA would fill. I wouldn't get rid of the communication skills, as Loren
  seems to be advocating (correct me if I'm wrong here). Elvis may not have
  been very good at acting, and Hitler may have been a lousy haggler, but
  that's just because they never tried to develop those skills. Keep the
  skills, and base them on, say, CHA + INT/2 + POW/2 - 20. Which leads me
  nicely to point #2.

  2. THE CASE FOR POW
  Yeah, I realize that POW goes up and down a lot. However, divorcing it
  completely from skills is a cure worse than the disease. I agree with
  Paul, if we remove POW from all skills but magic, what the hell ARE we
  measuring? How are we to have any clue to a real world analog to POW if
  all it's used for is to cast spells? I always saw POW as much more than
  just the amount of magical energy someone could use. It's also Willpower,
  Drive, Luck, and many other things. As such, it should be a factor into
  many skills. It wouldn't bother me a lot if it were a secondary add in
  nearly everything, I see it as that encompassing.

  That said, what would be a cure for the problem of refiguring skills each
  time POW changes? Well, what we have always done is ignore it. Skill
  bonuses are added in when skills are learned. You use them when checking
  for skill increases, as a modifier to the die roll or the hours spent in
  training, but if POW (or STR or CON or anything else) goes up or down, the
  skills don't change. The only exception is from the effects of magic;
  Coordintation 4 would add 8 to all DEX skills, Suppress INT 5 would
  subtract 5 from all INT skills. But that is as much due to the nature of
  the magic as anything else, IMO. This fix very simply eliminates the
  problem, and allows POW to add it's influence where it should.

  I also like Paul's suggestion of making maximum POW based on original POW.
  This will add more variation in characters, and tend cause players to
  devote more points to POW in point build games. Many times I've seen
  people drop their POW 2-3 points below what they want, to raise another
  characteristic, knowing they would recover it in pregame experience.
  Basing max on original would tend to limit such behavior.

  BTW, I do like the idea of balancing each skill category in regards to
  characteristic modifiers. This fixes something I was always dissatisfied
  about in RQ3.

  3. DAMAGE BONUS
  I also would like to see damage more as in Pendragon (or GURPS) with each
  character having a base damage and each weapon modifying it. But I won't
  lose any sleep if it stays the way it is in the 2.0 draft. I don't much
  care for a straight add, unless the player may roll 2d6 for each +7 add
  (and say 1d6 for each +4). I like variability.

  4. FATIGUE
  I'll have to cast my vote against the die roll mods also. Making a lot of
  stupid mistakes is better modelled by a skill modifier, and lowering the
  autofailure level as someone suggested (sorry, I forgot who). Getting
  tired shouldn't make catastrophic mistakes 10-20 times more likely. It
  doesn't make sense, folks.

  5. SPECIAL COMBAT OPTIONS
  These should either be made much easier to learn (say, no learning at all
  required) or much easier to perform (say, not requiring a special to
  succeed). As it is, very few will even bother. Tom Zunder's proposal
  in the 6-4 RQ Daily makes sense; allow skill masters to learn the
  maneuvers much like the ki skills in RQ:Nihon. Starting chance is less
  than the current case, but it can be improved much more easily.

  6. SKILL VS SKILL
  Every scheme I've see so far involves additional rolls, and/or doing non
  trivial calculations (by non trivial, I mean something other than adding
  or subtracting. I personally don't have a problem with taking the nth
  derivitive of the skill, but some of my players are art-school types [hi
  Rebecca] so let's please keep this simple).

  The simplest method I've seen proposed was by (I think) Nick Brooke, who
  suggested doing it Pendragon style; if all rolls are of the same level of
  success, whoever rolled highest in that level wins. One roll, no math.
  Unfortunately it's somewhat counter RQ, where the low roll is always best.
  So, instead say whoever rolled the most under the level needed wins. One

  roll, some math, but only subtraction. Or even easier, though not as fair
  to those with high skills, whoever rolled lowest in the level of success.
  So if Clumsy Joe rolled an 05, barely a special of his skill of 25, and
  Graceful George rolls a 7, easily special in his skill of 89, Joe wins.
  But if Joe had rolled a 6, it would no longer be a special, and George
  would win. This is not as satisfying as the other, but is very simple.
  I wouldn't mind either one. But after the initial roll, to divide the
  skills by 10 and compare with another roll on the resistance table? A bit
  too complicated, IMO.

  Well, that's all for now. Bye.

----
  (*)  ZZ  []  (.)  @  e  K|  o8-  |>  oK  <><  )o  3  8  <|
  How sharper than a serpent's tooth is my Truespeared pike.
                  Yelmic proverb.
  Boris
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