From: owner-rq-rules-digest To: rq-rules-digest@hops.wharton.upenn.edu Subject: RQ Rules Digest: V1 #246 Reply-To: rq-rules Errors-To: owner-rq-rules-digest Precedence: bulk Content-Return: Prohibited Return-Path: owner-rq-rules-digest RQ Rules Digest: Wednesday, 7 June 1995 Volume 01 : Number 246 TABLE OF CONTENTS Gregory C. Walsh 7th son, alex 7th son, Soren Petersen 7th daughter? ANDOVER@delphi.com 7th son Bruce Lionel Mason Training (pretty long) David Cake Training (pretty long) RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. When paraphrasing you demonstrate exactly how well you understand the point someone was trying to make. 4. There is no number 4. ---------------------------------------------------------------------- From: "Gregory C. Walsh" Date: Tue, 6 Jun 1995 15:29:28 -0400 Subject: 7th son, Yeah, I am the 7th son, 9th child. I have 6 older brothers, 2 older sisters. My Dad was not a 7th son, he was the 1st Son. Still going to have to find out more about my special powers. Where would I look to find out more? Thanks, Greg Seventh Son ------------------------------ From: alex Date: Wed, 7 Jun 95 00:52:43 BST Subject: Re: 7th son, > Yeah, I am the 7th son, 9th child. I have 6 older brothers, 2 > older sisters. My Dad was not a 7th son, he was the 1st Son. > Still going to have to find out more about my special powers. At the risk of agreeing with Bryan, and notwithstanding the O.S. Card books, I thought the powers (whatever they are) only pertained to the 7th son of a 7th son. Does it work with daughters, too? Alex. ------------------------------ From: "Soren Petersen" Date: Wed, 7 Jun 1995 08:38:50 +0200 Subject: 7th daughter? Alex says: > At the risk of agreeing with Bryan, and notwithstanding the O.S. > Card books, I thought the powers (whatever they are) only pertained > to the 7th son of a 7th son. Does it work with daughters, too? Check out "Equal Rites" for a hilarious example of what happens when a mere *girl* receives these powers. Cheers Soren Petersen 'I want to be a wizard', said Esk. The lesser wizards behind Cutangle stared at her as is she was a new and interesting kind of beetle. Cutangle's face went red and his eyes bulged.... [from Equal Rites, by Terry Pratchett) ------------------------------ From: ANDOVER@delphi.com Date: Wed, 07 Jun 1995 11:32:41 -0400 (EDT) Subject: 7th son The seventh son of a seventh son is what it works for; and no, it doesn't work for daughters. Guess Greg is going to have to have 7 sons! ------------------------------ From: Bruce Lionel Mason Date: Wed, 7 Jun 1995 12:26:09 -0230 Subject: Training (pretty long) I've been trying to come up with a system that allows for two types of training: the detailed daily training that tends to occur in short timespan campaigns and the more gradual increases in long timespan campaigns. Eg River of Cradles campaign vs. the Vikings Campaign. Both probably take the same amount of time to play but one lasts 3-4 game weeks the other 5 game years or so. RQ3 sort of does this but not very well so here's my take. I don't remember how RQ:AiG does it. Yearly increase. To be used for long times between scenarios when detailed daily training becomes a chore. Basically each PC should be engaged in some activity such as running a farm, working as a bodyguard whatever. Using the RQ3 occupations as a guide a PC gets 500% worth of increase per year in occupational skills of choice and 100% worth of any other skills. This works as follows: to increase a skill you must spend a number of percentiles from your yearly fund equal to the current value of your skill rounded up to the nearest 10%. For example someone 52% in scan must spend 60% from his fund. You then gain +d6% or 3% (your choice) in that skill. Using the RQ3 careers you can not take more increases in one skill than the multiplier by that skill. If it says speak language *1 then you can only take one speak language increase. Any leftover percentiles are "lost", you can not increase part of a skill. To increase any stat costs percentiles equal to the current value *10% and nets an increase of d3-1, no add allowed. This includes POW. Increasing APP through money (keeping up appearances) costs 100*the square of the increase in Pennies per annum. eg +1 APP for the year costs 100P, +2APP costs 400P, +3 APP 900P and so on. Usual stat*1 1/2 limit applies. This is as an abstracted system that serves to increase the cost of increasing skills the higher they get. It is probably a slower rate of increase than detailed daily training but that's based on the idea that such people aren't the intensely focused no-life killing machines that most PCs seem to aspire to be. If using the easy/medium/hard skills from RQ:AiG then Hard skills net an increase of +2%, (or roll d6 twice and take lowest), medium skills are the default, easy skills are +4% or roll d6 twice and take highest. Detailed daily training. Used for short time spans or increased complexity if that's what the people want. The are various ways to increase a skill and the concept of a training day is employed. The default case is that there are 5 training days in a week. In order to increase a skill you have to spend at least one training day a week on it otherwise, for each week you miss you lose the effect of the last training day in that skill. Therefore it is impossible to train more than 5 things at any one time. To train a skill takes a number of training days equal to that skill divided by 10 and rounded up. Eg to train 52% in climb takes 6 training days (52/10 =5.2 which rounds up to 6). So a person might take one training day a week for 6 weeks or do it all in a week and a day. At the end of the training period the PC makes an experience roll with a bonus as described below. If successful the skill increases by d6% (or +3%. See easy/med/hard skill comments above). The type of training undertaken affects how easy it is to increase a skill. Teacher training. Literally being taught by a teacher with a superior skill. The teacher's skill must exceed the student's by at least 10% or else the student doesn't learn (Well, it should actually be treated as mutual practice only the student's paying for it). The student gets the difference between his skill and his teacher's as a bonus to his experience roll. So if buddy with 52% climb is taught by a teacher with 90% in climb then he gets a 38% bonus to his experience roll. Book training. Basically learning from a source that can not answer your questions. Functions as per a teacher but the bonus to your experience roll is equal to half of the difference in skill levels. When you have no teacher then you can practice with a peer. This is someone whose skill is within +/- 10% of yours. At the end of the training period you get a bonus of +10% to your experience roll. When all else fails or you can find no teacher good enough then you can practice alone. You make a normal experience roll at the end of the training period. Intergrating with experience rolls from play. I'm experimenting with allowing experience ticks only for stress rolls that the PC either criticals or fumbles. Once you have an experience tick then you must spend a minimum of one training day "thinking" about what happened within a week. At the end of the day you make a normal experience roll. Consequently you can only effectively get 5 experience rolls at any one period. If you have more than 5 ticks then the player should decide which 5 they wish to use. If a PC gets an experience tick in a skill they are currently training then it has no effect on previous days. Ie Rurik is 58% climb and has spent 4 days training it when he gets chased up a steep cliff by trolls. He gains an experience tick and makes a roll a couple of days later whilst pondering his activities. His climb increases to 61% which means he now requires 7 training days in total to gain an increase rather than the previous 6. Keeping track of all this. The easiest way to do it is to put a tick or some such mark for each day of training by the skill name. One the skill has the required number of ticks then make the requisite experience roll and rub all the ticks out. What is the point of all this? Well it gets away from detailed hours of training required but does provide a level of detail for those that want it. I haven't done the math (in fact I don't think I could) to see what the differences between the detailed and abstract systems are. One drawback is that players with high skill% PCs might find it frustrating having to keep making experience rolls for their training and failing. This removes the artificial can not increase past 75% in experience tick skills. Doing everything on experience rolls demonstrates some of the similarities between training and experience. Comments anyone? ---Bruce ------------------------------ From: davidc@cs.uwa.edu.au (David Cake) Date: Thu, 8 Jun 1995 11:43:59 +0800 Subject: Re: Training (pretty long) >It is probably a slower rate of >increase than detailed daily training but that's based on the idea that >such people aren't the intensely focused no-life killing machines that >most PCs seem to aspire to be. One RQ2 campaign of my friends had a PC who was known to the other party members as 'Stuart the Insane', because he acted like an average PC. The other party members thought that anyone who spent all their money and time on training that was generally both arduous and boring, when they could be taking a well-deserved holiday and spending their loot at the pub, was obviously quite mad. Cheers David ------------------------------ End of RQ Rules Digest: V1 #246 ******************************* This is the bottom of the RuneQuest Rules Digest. 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