[RQ-Rules] Re:increasing skills

From: AAlanrichards@aol.com
Date: Sat 05 Jan 2002 - 00:28:16 EET


I think (and this is how I've played them for X years)

A player can only 'cash in' an experience check after the adventure. (we've
always left it about a week)

Training, researching and Practising comes during down time.

I'll agree with someone else here of thinking the rules (somewhere) say about
four weeks between an adventure.

Rewards for really cool ideas.

I give 'free' experience checks to a skill which I think is related to the
player's brainwave.

Also possibly add some more contacts (nicked from Shadowrun) as word spreads
and people want to be seen with the character.

As regards Combat mages. The big thing which attracted me to BRP after
playing a level and class based game was that now my Sorcerer would actually
get a game reward for using his sword in a fight. I used to get p****d off
(and be mightily confused) when my low-level Sorcerer character would get
most of his monster bashing experience from chopping up baddies and then his
ability with magic improved.

If characters are all getting samey maybe the GM should throw in other
challenges. No one's Climb or Jump skills are going to improve in a campaign
based around raids and counter raids but a spot of adventuring in the
mountains might well lead to more checks here than for 1H Sword Attack.

Ah, all rambled out


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