Re: [RQ-Rules] [RQ RULES] Gaming system? Experience rolls

From: Andrew O. Mellinger (andrew@crashbox.com)
Date: Wed 02 Jan 2002 - 20:31:15 EET


>I think there's been a misunderstanding here, though perhaps I am just not
>remembering my RQ3 as well as I might.

   No, you are remembering correctly. D&D has always been the one
with the "Week of training to get a level" thing.

>There is no time necessary for an experience roll. Time is only needed for
>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.

   That's how I've always visualized it. There is some point where a
person has some time to look back and "realize" what they've done.

>I generally don't allow experience rolls in the middle of a fight or when
>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.

   I've always found this to be one of the great unwritten strengths
of RQ. It is really up to the GM to determine what a good "breather"
period is, or some time to give the character a chance to reflect.

   I like to use specific story-points to punctuate this. For me
sleeping in a "dungeon" overnight doesn't count. Some sessions might
see multiple check periods, while other times it might be two or
three sessions until the get to "check."

   Sometimes I'll allow multiple checks even without significant
breathers, but only one success per week or other appropriate time
period. This slows outragous advancement, but guarantees increases.
Or allow multiple checks to accrue for longer periods (while still
only allowing one success) of the periods go longer.

   This of course has to make sense to everyone involved (and IMG most
players are willing to go along with this sort of stuff) and is a
great way to control the power level of the party. I've had games
where people weren't that interested in all the mechanics so we
didn't worry so much about checking boxes and rolling. I've had
other games where the characters needed to get some more power so we
could tackle some more difficult parts of the story.

-Andrew

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