From: Emmanuel Ponette (epon0608@freebel.net)
Date: Wed 02 Jan 2002 - 17:42:01 EET
My PCs are also adventuring al the time, and they rarely have the time to make
Concerning the 'classes', I have a shaman player (who can fight but does it only
For exp rolls, I use the rule I saw somewhere in the internet:
skill 01-25, 2 hours
I have a player with he sword at 130%. Whenever he tries to increase its skill,
Just my 2 eurocents
Manu
En réponse à Jeremy Martin <vesper@libra.seed.net.tw>:
> The last letter about D&D3 and some d20 material I've been reading has
the exp checks. They mostly do their chacks when a fellow is busy praying for a
rune spell (1 day for each spell...) or recovering from a disease or something
similar. Otherwise, the tempo is quite high. And most of the time, when they
have some 'free' days, they spend it seeing families and relatives, doing some
'menial tasks' at the temple,... well all the tings that make them still
accepted in their clan or tribe, because they are ofen abroad.
Therefore, they often have a chack to make for sword but don't do it for month
because they don't have the time. Also, I cannot imagine somebody doing
experience checking for 17 weeks without getting bored... It is more fun
adventuring (and more important following orders from local priests our thane or
chief or whatever) that sitting around making exp checks...
when it is needed to save someone's life), I had a trickster who could nearly
not fight at all, I have an ex knight with 7 of STR (definitly not a 'fighter').
It is possible to have non fighting characters, but your campaign should be less
fight related.
skill 26-50, 4 hours
skill 51-75, 8 hours
skill 76-100, 16 hours
skill 101-125, 32 hours
etc...
he needs 64 hours of training, more than a full week... it doesn't do it often.
But I accept to do it few ours at the time, as long as it is done in a season.
Otherwise, when they can make a check, they can't cumulate... It's been 11
years I play with the same players, and they finally reach the level required to
become Runelord (but still have some missions to do for their temples to be
accepted as a Runelord). But that my RQ.
> got me thinking...
>
> I guess most of my problem is that in RQ, everyone by default has to be
> a warrior (except maybe the odd Chalana Arroy priestess). With the
> group I'm running, there's a lot going on and so they're always out
> adventuring. Every week, we seem to be coming back making experience
> checks and, since there's pretty much always a fight going on, even our
> mages have 60% plus with their weapons.
>
> And with the limitations of spells like Palsy and such, most of our
> mages just put Damage Boosting on their weapons and go in, too...
>
> I kinda miss the class distinctions of D&D. ( Don't stone me to death
> here...)
>
> I really like the system, but does anyone put a cap on how many exp
> checks a character can roll? Do you guys use the 100% max for non Rune
> types?
>
> I also just saw a campaign where the GM gave the players 17 weeks for
> training. How much time do most of you let your players train between
> 'adventures'? Granted, it would let the players specialize a character
> more... It just seems that there's always a bunch going on in the
> campaign I set up - it just logically follows the last scenario.
>
> I'm kind of wandering here - think I'll send this and see what you guys
> get from this...
>
> Thanks in advance.
>
> Jeremy
>
>
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