Two Checks??

From: Nick Brooke (100270.337@CompuServe.COM)
Date: Wed 02 Feb 1994 - 00:11:02 EET


I agree with David Dunham. The revised mechanism proposed for skill
increase by Oliver is still horribly clunky. I would prefer the 1D3/1D6/2D6
gain for Hard/Medium/Easy skills, and am not too bothered by the average 7%
gain in an Easy skill. RQ2 had a fixed 5% gain -- not too different. OJ's

new system would offer the chance of two 1D6 gains -- again offering the
chance of a 12% leap for a single experience check, at the price of a
clunkier mechanic. Besides, I have a sneaking feeling that something odd
happens to probability when you get one roll for every two checks or two
rolls for every check -- the variables are no longer directly comparable.

End of story: all skills should get checks when used under stress (checks
awarded at the GM's discretion, *irrespective* of success or failure), or
when used for protracted periods (e.g. Ride, Speak Other, Crafts, etc.).

The skill gain per successful check depends on the ease of the skill.

This is simple, requiring no extra work on the part of GM or player. The
same mechanic is used for all skill gains. OJ's desired doubling from Hard
to Medium to Easy is maintained. The max. 12% gain in an Easy skill is
preserved from OJ's system (along with the seldom-considered min. 2% gain).

What's wrong with that?

On the same lines as that seldom-considered low roll, have people objecting
to the Skill vs. Skill rules noticed that, in a contest between 10% and 90%
characters, *most* of the time there is *no* contest. As there should be.
The current rules reflect this admirably. (Note too that the 90% guy is
almost twice as likely to Special (and win) as the 10% guy is to Succeed.
Because I play little people most of the time, I feel there is little point
in further skewing the rules against us. (I also feel it's not important to
have a rule-set that allows the Crimson Bat to take on PCs one-to-one.
Unlike some contributors).

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Nick
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