From: Graeme A Lindsell (gal502@cscgpo.anu.edu.au)
Date: Tue 31 Aug 1993 - 18:58:20 EEST
Some Lite Ideas for RQ Lite:
Just a few thoughts:
i) Stat Modifiers for Skills: it has been suggested that an easy
simplification for RQ Lite would be to remove the stat based skill
modifiers for the various skill groups, as they add to the complexity
of character creation and are difficult for new players to calculate.
RQ Lite would just have the ordinary skill bases.
I don't like removing skill modifiers: it removes most of the use
of the stats outside of the occasional direct stat role. Instead,
I think a simpler soution would be to have the skill modifiers
equal to a single stat, as follows:
Agility Skills: Str (though some might be moved to Manipulation)
Communication Skills: App
Knowledge Skills: Int
Magic Skills: Pow
Manipulation Skills (most combat skills): Dex
Perception Skills: Con
Stealth Skills: Dex
Since these are larger than the average RQ3 stat modifier, I suggest
that they be used as the base for the skills as well ie, Agility skills
start at (00) if they need to be learned, or at (Str) if they don't.
This is a pretty big simplification of the RQ3 (and RQ4 draft) system,
ii) Use Statx5 rolls more. In CoC the statx5 roll is used quite a
but it at least keeps the idea of skills being affected by one's stats.
Note that most skills already start around 10-20% once the skill
modifiers are added in. I have tried to use most of the stats, and
so App doesn't make too much sense as Communication Base unless
it can be assumed to be more like Cha in RQII ie it includes
social ability.
bit: the intx5 idea roll, the edux5 know roll etc. I think these
should be implemented a bit more in the game system, with the standard
Con roll being used for fatigue, drowning, blood loss etc, perhaps
with situational modifiers. I'd like the statx5 roll to be there
on the character sheet for all the stats, so when the GM says
"make a con roll to avoid disease" or "make a dex roll at -20%
or fall off" the players can see the value immediately. I find
that modifying a value by a positive or negative value is much
faster to calculate than working out Con x 3, Dex x 4 etc.
iii) Initiative: a single initiative equal to Dex could be used, but
I like the idea of a melee initiative of Dex + Siz, and a missile/magic
initiative of Dex + Int. This keeps some of the ideas in the SR system
in RQ Lite.
iv) The table of criticals, specials, and fumbles should be printed
on every character sheet. I know this takes up space, but these
values aren't easy for new players to calculate quickly. I don't
like the idea that RQ Lite should be just success/failure with
a couple of exceptions: I feel the critical/special/fumble system
to be the heart of RQ.
iv) HP = Con + Siz. If hit locations are used, then the values Burton
v) A simple non-locational damage system, say:
posted last week could be used. If a non locational system is used,
then
HP = Con + Siz
Wound Levels: If you take damage in a single blow equal to
these values, you take the associated effect:
Disabling: HP/6 Effect: -20% to all actions
Crippling: HP/3 Effect: -50% to all actions, Conx5 roll
each round or lose 1 HP
Mortal: HP/2 Effect: -50% to all actions, Conx5
each round or die
Killing: HP Effect: Die.
Total damage is accumulated and death occurs at zero HP.
Ideas, Opinions, Thoughts, Flames...
Graeme Lindsell a.k.a gal502@huxley.anu.edu.au
0,,
This archive was generated by hypermail 2.1.7 : Sat 05 Jul 2003 - 20:29:23 EEST