From: Steve Perrin (steve@perrinworlds.com)
Date: Wed 02 Jan 2002 - 20:02:10 EET
I think there's been a misunderstanding here, though perhaps I am just not
There is no time necessary for an experience roll. Time is only needed for
I generally don't allow experience rolls in the middle of a fight or when
remembering my RQ3 as well as I might.
training. Two different things. The experience roll is a character going
"Aha!, That's how you do that!" and picking up a new trick of the trade
because he's seen it done, lucked into the right answer, or had it done to
him.
the character has had no chance to think about what he's doing, but given
any chance at all to think about the situation is enough time.
My last campaign was run on weekday evenings and included some set piece
battles that took three or four game sessions, so experience checks didn't
happen all that often in the games. I generally let everyone make a check
after a major encounter, but sometimes these checks could come a couple of
times an evening if the encounter wasn't combat oriented.
If you want to have a specific offline time period for experience checks,
it's your game. But that wasn't the original intent.
Steve Perrin, who has some clue about the original intent
----- Original Message -----
From: "Emmanuel Ponette" <epon0608@freebel.net>
To: <rq-rules@crashbox.com>
Sent: Wednesday, January 02, 2002 7:42 AM
Subject: Re: [RQ-Rules] [RQ RULES] Gaming system?
> My PCs are also adventuring al the time, and they rarely have the time to
make
> 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...
>
> Concerning the 'classes', I have a shaman player (who can fight but does
it only
> 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.
>
> For exp rolls, I use the rule I saw somewhere in the internet:
>
> skill 01-25, 2 hours
> skill 26-50, 4 hours
> skill 51-75, 8 hours
> skill 76-100, 16 hours
> skill 101-125, 32 hours
> etc...
>
> I have a player with he sword at 130%. Whenever he tries to increase its
skill,
> 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.
>
> 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
> > 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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> >
> >
>
>
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