From: MurfNMurf@aol.com
Date: Wed 02 Jan 2002 - 18:19:53 EET
In a message dated 1/2/02 9:11:44 AM Central Standard Time, Jeremy does a lot
of wondering:
Hmmm,
As far as limiting Sorcerers, I believe that the rules-proper sets up a
pretty stringent schedule for Sorcerous types; having only _so_ much free
time to themselves to do all the things they want to do. In addition, IIRC,
Sorcerers also have a limit to their physical skills based on some multiple
of DEX (unless I'm thinking of Priests). While some folks use the Free Time
limit for Sorcerers, I can tell you I've never played in a game where the DEX
limits were actually used.
As for Experience rolls, that's a little more tricky. When I'd run my
game, the Experience rolls came about every 2 weeks game time; sometimes
longer if there were extended periods of game time spent really doing nothing.
In a few games I played in, where the action was continuously fast and
furious, there were the occasional weekly Experience rolls. At the other
extreme, our current GM allows Experience rolls only at the end of a game
month, which I sure don't care for :(
In all the games I've played in, as well as run, there's never been any
upward limit imposed on any skills.
Training time always seems to vary considerably, depending on the
situation. Like just recently, one of the characters decided to train with a
group of Aesthetic Mystic types. Their teachings would require him to stay
for a year. The rest of the gang was given the decision to either go on
without him, or stay in a new land and face the prospect of an entire year's
worth of training. Several times I've run games where a few days or weeks
have passed since the last "adventure." Occasionally several years have
passed between; giving each character however-many-years'-worth of Previous
Experience.
-Ken-
--- StripMime Report -- processed MIME parts ---
multipart/alternative
text/plain (text body -- kept)
text/html
---
This archive was generated by hypermail 2.1.7 : Sat 05 Jul 2003 - 20:36:13 EEST