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Lloyd Dupont

Skill Category Bonus Alternative

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It's a bit annoying to recalculate all bonus every-time a characteristic change.

I was thinking of an alternative....
Where I give a +10% budget for category bonus. No bonus could be higher than +15% or lower than -5% and let the player chose their category bonus.

How about that?

 

Once decide it can never be changed.. too bad...

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20 minutes ago, el_octogono said:

I used an easier option. Just don't recalculate the bonuses. After all, the impact is usually minimal.

Agreed.

Once characters have begun skill-checking from exp, it's an overwhelming factor compared to the +/-5% of most characteristic changes.

The whole POINT of a skill-bonus is to give an edge to those with "native talent," but nobody expects the young thief to out-lockpick the master-thief, no matter how "natively talented" the youngster.

 

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What we did (with RQIII) was to write skill values with Category Modifiers excluded. This had 2 effects:

- EXP rolls are easier to calculate, becausewhen skill level is below 100, you just have to roll above written value.

- When a Char changes (usually POW), you just have to change one or 2 values, i.e. the categories affected by the modifier.

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POW is the problematic one in games with POW economy (such as RuneQuest). IMHO, Other characteristics don't change that often to really be a problem.

A Simple solution is to put POW outside of skill category modifiers.

Mine was to simply get rid of most characteristics except POW and CON, for Magic Points and Hit Points. Everything else is a skill.

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I plan to have most characteristic change, not just POW. POW will be the "fastest" of course.. but every time someone survive death I might grant them CON roll.

For STR, DEX, INT I might *Occasionally* grant roll after like one year in training organisation or something else quite significant in the down time part of the game.

And I was planning to Use APPx5% more than Fast Talk / Persuade  (since APP is otherwise totally useless) (not much improvement to have for APP.. but maybe 1~3 temp bonus if good care, like clothes and cosmetic product)

And all those change would be annoying...

Edited by Lloyd Dupont
refinment

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1 hour ago, Mugen said:

POW is the problematic one in games with POW economy (such as RuneQuest). IMHO, Other characteristics don't change that often to really be a problem.

True, but there are also Spells and Powers that are changing the CHARs, and that cause the same problems. Except in Superpowered games, Char training is quite slow, and they tend to be quite static, eliminating a great part of the problem.

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57 minutes ago, Lloyd Dupont said:

I plan to have most characteristic change, not just POW. POW will be the "fastest" of course.. but every time someone survive death I might grant them CON roll.

Depending on the context, it can be a good idea, but being near death can also cause a loss of CON.

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1 hour ago, Kloster said:

Depending on the context, it can be a good idea, but being near death can also cause a loss of CON.

checking Damage and Healing section page 207-209 I can't see any such effect... all I can see is major wound effect occasionally cause loss of various random characteristics ... (another source of change ^^)

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22 minutes ago, Lloyd Dupont said:

 

checking Damage and Healing section page 207-209 I can't see any such effect... all I can see is major wound effect occasionally cause loss of various random characteristics ... (another source of change ^^)

My BRP book is 200km away, so I have not checked. I was speaking of what I thought of your proposition, doing another one myself, not of an existing rule I didn't knew it existed. Sorry for the confusion caused.

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On 8/9/2019 at 4:28 AM, Mugen said:

POW is the problematic one in games with POW economy (such as RuneQuest). IMHO, Other characteristics don't change that often to really be a problem.

A Simple solution is to put POW outside of skill category modifiers.

Mine was to simply get rid of most characteristics except POW and CON, for Magic Points and Hit Points. Everything else is a skill.

I substitute POW with WILL for mental strength.  POW then becomes a "derived value" (based on WILL) like HP.

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