Re: RAG: Training

From: David Dunham (ddunham@radiomail.net)
Date: Sat 29 Jan 1994 - 09:46:18 EET


John and I discussed:
>>> I don't see the 1-in-36 as a problem. It felt simpler that Easy skills
>>> always increase by 2d6, etc, no matter what the reason for the increase.
>
>It just feels like too big of a jump. I'd go along with the other suggestion
>posted recently, where hard is a d3, normal d6 and easy 2d4.

I could live with that, I just want it to be the same for training and
experience.

>>> >3. adjust %chance to gain based on difficulty
>>> > Hard = 1/2 Chance, Easy = Double chance
>>>
>>> This sounds really messy. No longer could you tell beginning players, "roll
>>> over your skill."
>
>You're not supposed to do that anyway. Reread page 69.

Oops. Then I propose rewriting 69 (tho it's a case where you're damned if
you do, damned if you don't -- roll over is MUCH easier, but then the
minimum increase chance is much harder to express).

Speaking of p.69, I don't think the "Skill Checks" technique does require
the GM to keep track of when and how player's adventurers use their skills.
GMs can assign checks and let players do the tracking, just as with the
"End of Adventure Experience." The only difference is who initiates the
check, not who does the bookkeeping.

0,,


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