Re: RQ4 Diet

From: Burton Choinski (burt@ptltd.com)
Date: Wed 25 Aug 1993 - 02:08:23 EEST


Just as a Chuckle, I have been taking the 2.0 draft I got and been beating
on it, prettying it up, making a few tweaks, etc. I present the beginning
basics to the list in general (and Oliver) for comment.

NOTE: Many of the ideas in my version are palmed from suggestions here.
DISCLAIM: This is NOT the official draft, and it is not approved, but is
  mainly to show how I am thinking of RQ-lite.

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I CREATING AN ADVENTURER
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01 -- Choose species and sex

  Human:
     [STR 3d6, CON 3d6, SIZ 2d6+6, INT 2d6+6, POW 3d6, DEX 3d6, CHA 3d6]
  Green Elf:
  Brown Elf:
  Dwarf:
  Dark Troll:
  Duck:

02 -- Choose culture and region of origin
  Depending on the region of play, some cultures may be unavailable. Each
  cultural type listed below contains a list of suggested regions of origin.

* Primative

* Nomadic

* Barbaric

* Civilized

02a -- Basic cultural skills

03 -- Roll basic characteristics

  All intelligent characters have seven characteristics which define their
  capacities and skills, and from which are derived specific attributes. These
  characteristics are:

  Strength (STR)
  Constitution (CON)
  Size (SIZ)
  Intelligence (INT)
  Power (POW)
  Dexterity (DEX)
  Charisma (CHA)
  
  Roll each attribute as stated for your character's species. You may
  optionally re-roll any one die, taking the new value if greater or retaining
  the old value if lesser.

04 -- Determining attributes

* Magic Points
* Fatigue Level

* Agility
    STR + DEX - SIZ - 10
* Communication
    CHA + (INT+POW)/2 - 20
* Knowledge
    INT + INT - 20
* Magic
    POW + (DEX+INT)/2 - 20
* Manipulation
    DEX + (STR+CON)/2 - 20
* Perception
    CON + (INT+POW)/2 - 20
* Stealth
    DEX + (INT+CON)/2 - (SIZ+POW)/2 - 10

* Damage Modifier

    An adventurer (or creature's) damage modifier is equal to (STR+SIZ-25)/5,
    rounded to the higher (if positive) or lower (if negative) value. In melee
    combat this value is added to any rolled weapon damage. When using ranged
    weapons, only HALF this value (rounded down) is added.

    Optionally, for each +2 of value, 1d3 may be used instead. So an
    adventurer with a +4 damage modifier may add +4 to his damage roll,
    +1d3+2, or +2d3, at his option.

* Hitpoints

    Total body HP equals SIZ+CON. In combat, the adventurer passes out from
    wound shock when he has been reduced to less than 1/4th his body HP and
    dies at 0 HP. Each major region of his body also has individual HP.

    For humanoids, these locations are:
       Arms -- HP/8
       Head, Abdomen and Legs -- HP/6
       Chest -- HP/5

    Round up in all cases.

* Initiative Values

    RANGED initiative is used if the adventurer is not immediately involved
    with an opponant and is casting spells or using a ranged weapon, or if that
    adventurer successfully gets under an opponant's guard. (see combat).
    RANGED initiative is based on DEX alone:
      1+ (4) 11+ (3) 16+ (2) 21+ (1)

    CLOSE initiative ise used when fighting face to face with an opponant,
    when you must close with an oppenent to engage him, or when breaking off
    combat to flee. CLOSE initiative is based on SIZ+DEX (limited to the fist
    21 points of either):
      1+ (7) 16+ (6) 20+ (5) 26+ (4) 31+ (3) 36+ (2) 41+ (1)

05 -- Level of experience
  The process of creating a character starts when they are 14-16 years of age
  (13+1d3). The referee decides on the starting "level" of characters, which
  determines the number of background points (BP) available:
  
* NOVICE 0-20 background points (10 recommended)
* TRAINED 21-50 background points (35 recommended)
* EXPERIENCED 51-100 background points (65 recommended)
* VETERAN 101-200 background points (125 recommended)
* ELITE 201-400 background points (265 recommended)
 

06 -- Purchase Cultural Skills
  The following skills are basic to most cultures, and can be purchased to the
  following basic levels of competency as optional skills by any character.

* Custom, <own culture> -- 45% or 60%
* Custom, <neighboring culture> -- 30% or 45%
* Dance -- 30% or 45%
* Lore, <local area> -- 45% or 60%
* Play <Instrument> -- 30% or 45%
* Sing -- 30% or 45%
* Speak <neighboring language> -- 30% or 45%
* Speak <own language> -- 60% (costs only 1BP)

  SKILL COSTS (in background points): 30% - 1 45% - 2 60% - 4

07 -- Using the Occupation Templates
07a -- Requirements
  Certain professions have requirements that must be met in order to join
  that occupation. Most advanced professions require one to have taken all
  lower degrees of that profession.

07b -- Initial Cost
  Each profession has a cost in background points that must be met. If you
  do not have enough points left over you may not join that profession.

07c -- Basic Skills
  Each profession has a list of skills and the degree of training for each
  skill. Upon joining the career each basic skill presented is added to
  your character as background experience. In the case that you already have
  a skill that is listed, use the following rule:

      "Greater skill overrides, equal skills combine to next higher level"

  This means that if you have a 45% in a certain skill, and the level taught
  in the occupation is 60%, you take the 60%. If the level taught is 45%, the
  two 45% skills combine and become the next higher level, which is 60%. If
  the level taught happes to be lower, there is no change in the skill. To sum
  it up:
                          Trained Skill Level
                        30% 45% 60% 75% 90%

                none 30% 45% 60% 75% 90%
                 30% 45% 45% 60% 75% 90%
     Current >> 45% 45% 60% 60% 75% 90% << Resulting
       Skill >> 60% 60% 60% 75% 75% 90% << Skill
       Level >> 75% 75% 75% 75% 90% 90% << Level
                 90% 90% 90% 90% 90% 95%
                 
07d -- Optional Skills
  Background points may now be spent to learn skills not a part of the normal
  training of that profession, but are related or used only in certain areas.
  Each skill is presented with the maximum level at which it may be be trained
  to. The cost for said training is generally as follows:

     30% = 1BP 45% = 2BP 60% = 4BP 75% = 8BP 90% = 16BP

  In cases where thge cost differs from the above it will be listed in
  [brackets] alongside the skill name.

  The effects of duplicate skills follow the same rules as stated for basic
  skills -- greater value overrides, equal values combine to become the next
  level. In the case it gets that far, 95% skills have a cost of 32BP and
  become 100% if combined.

07e -- Unrelated Skills
  If you desire skills not a part of your profession, there are two ways to
  go about getting them. You may either join another profession that has
  the skill you want, or you may purchase them from the optional skills
  section of another profession at DOUBLE cost. The profession used must
  have an equal or lower degree of achievement of any profession you have
  gone through. For example, if the highest level you have obtained is
  "EXPERT", you may only purchase optional skills from "BEGINNER", "ADVANCED"
  or "EXPERT" rated professions.

  The skills gained must be reasonable for your culture and region. Primatives
  cannot learn "Craft Iron". The GM will guide you on this and may make
  exceptions if the player can come up with a very good rational for having
  the skill.

07f -- Aging
  Each profession takes a certain amount of time to complete, as indicated
  in the title. In the case where two professions may reasonably take place
  at the same time span, use the average of the die rolls and add 50%.

07g -- Equipment
  Each profession provides possible equipment for the character. In the case
  of taking multiple professions, only the best quality or greatest value of
  any category (weapons, armor, coin, goods, etc) of all the professions
  entered is considered -- you do NOT add the amounts of the categories.
 

08 -- Characteristic Increases
  With the GM's permission, players can spend background points to buy
  characteristic increases. This simulates time the adventurer spent in
  improving characteristics instead of skills. A player can only buy
  characteristic increases with points left over after the purchase of
  professional skills and magic. A player can increase any characteristic
  to the normal limits of characteristic increase.

  Characteristics are limited to the racial maximum, which is generally
  "Min+Max". For example, a characteristic with a roll of 3d6 has a minimum
  of 3 and a maximum of 18. The racial maximum is thus 3+18, or 21.
  Besides this recial, you may not increase any characteristic beyond
  1.5x the original rolled value. Thus a characteristic originally rolled
  to be 10 may not be improved beyond 15, even if the racial limit is much
  higher. The difference between the original value and the maximum value
  (racial or personal) is called the "maximum possible increase".

* To increase STR, CON, INT, DEX or APP from the original value to 1/3 the
    maximum possible increase costs 8 background points per +1 improvement.
    each. To increase from 1/3 to 2/3 the maximum possible increase costs
    16 background points per +1 improvement. Finally, to increase from 2/3 to
    the maximum possible increase costs 32 background points per +1
    improvement.

* To increase POW by one point costs the character's current POW/2 in
    background points.

* To gain one point of positive or negative 'False SIZ' costs 2 background
    poins.
 
  As a guideline, Novice characters should generally not be allowed to use
  this option, Trained characters should generally be limited to using this
  option once, Experienced characters twice, Veteran characters four times, and
  Elite characters up to eight times. Note that although excellent
  characteristics can be obtained in this manner, a character's skills may
  suffer as a result.
 

09 -- Other Options
  Some GMs might allow background points to be converted into extra money or
  goods. 200 L per background point in cash or goods is reasonable.
  Background points might be converted into training for a skill, at a rate
  of 1 background point per week of training. If a GM wishes to allow people
  to begin a game with minor magic items, 8 background points could buy an
  enchanted item of 1 POW (see Magic).
    -- Burton

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