Sam E. Posted July 18, 2014 Share Posted July 18, 2014 What's your preference: flat starting skill values (like how CoC does it), or starting values based on characteristics (like Legend does it)? Advantages and disadvantages of each? Quote Link to comment Share on other sites More sharing options...
Spellslinging Sellsword Posted July 18, 2014 Share Posted July 18, 2014 I like starting values based on characteristics and then using a multiple of that starting value as a cap for the max value for that skill. So for example, you might use x3 for historical games, x5 for standard fantasy, x7 for epic fantasy. Quote Link to comment Share on other sites More sharing options...
soltakss Posted July 18, 2014 Share Posted July 18, 2014 I prefer using Characteristics (Legend/RQ6). It is easier to use and is very generic. You don;t need to have lots of different categories and starting skills, either. Quote Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. www.soltakss.com/index.html Jonstown Compendium author. Find my contributions here. Link to comment Share on other sites More sharing options...
SDLeary Posted July 18, 2014 Share Posted July 18, 2014 I like a combination of the two, based on the type of skill. Knowledge skills should start at fixed values based upon setting; physical skills being based upon characteristics or a combination of fixed value + characteristic. Fixed values plus a "Skill Category Modifier", as in RQ 3 or MW is still my favorite. Takes a bit longer to calculate and maintain, but provides a "more realistic" feel, at least to me. It also allows you to vary skills a bit more based on setting as all you have to adjust is the fixed value. SDLeary Quote Link to comment Share on other sites More sharing options...
p_clapham Posted July 21, 2014 Share Posted July 21, 2014 I prefer the Legend/RQ6 method of using characteristics for the starting values. The smaller pool of starting skills is one of the other reasons I go with those systems over BRP. The character creation in Legend/RQ6 feels less cluttered and more polished to me. Quote Link to comment Share on other sites More sharing options...
K Peterson Posted July 25, 2014 Share Posted July 25, 2014 If you'd asked me this question two years ago, I would have vehemently answered 'starting values based on characteristics'. And, probably thrown in a few derogatory comments about the Resistance Table. Now, my preference lies a lot more with flat values, and the Resistance Table. Simpler; fewer recalculations; less overhead during gameplay. Generally, I find Skill Category Modifiers to be too fiddly to deal with. Quote Link to comment Share on other sites More sharing options...
filbanto Posted August 1, 2014 Share Posted August 1, 2014 Characteristics like OQ/RQ6/Legend. They feel a lot more meaningful when you use them to calculate your starting skills. I like the resistance table too though:) Quote Link to comment Share on other sites More sharing options...
Sam E. Posted August 1, 2014 Author Share Posted August 1, 2014 Thanks for the replies. I like the idea of using characteristics, but like K Peterson, I worry it makes character generation a little too fiddly, especially if I'm going to introduce new folks to BRP. But if I don't use characteristics, then they feel less meaningful ... Hmm, food for thought, anyway. Thanks again. Quote Link to comment Share on other sites More sharing options...
soltakss Posted August 3, 2014 Share Posted August 3, 2014 Thanks for the replies. I like the idea of using characteristics, but like K Peterson, I worry it makes character generation a little too fiddly, especially if I'm going to introduce new folks to BRP. But if I don't use characteristics, then they feel less meaningful ... To be honest, the way that BRP/RQ2/RQ3 uses characteristics to add to skills is harder to remember than the way that Legend/RQ6 does it. I am definitely a convert to having 2 characteristics as the base of a skill. Quote Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. www.soltakss.com/index.html Jonstown Compendium author. Find my contributions here. Link to comment Share on other sites More sharing options...
nerdvana Posted August 4, 2014 Share Posted August 4, 2014 To be honest, the way that BRP/RQ2/RQ3 uses characteristics to add to skills is harder to remember than the way that Legend/RQ6 does it. I am definitely a convert to having 2 characteristics as the base of a skill. I am doing this also with some additional tweaks (like subtracting half of SIZ from certain physical skills where it would be an impediment, Climbing for example) Quote Link to comment Share on other sites More sharing options...
Mankcam Posted August 5, 2014 Share Posted August 5, 2014 If I was designing a new BRP system from the ground up then I'ld definitely go with how they do Skills in OQ/LEGEND/ RQ6. Its simple and it makes the character's core characteristics more meaningful. However I still like the Resistance Table, so I would ditch skills like Persistence, Resilience, etc and use the Resistance Table to deal with 'saving throws', so to speak. Quote " Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!" Link to comment Share on other sites More sharing options...
SDLeary Posted August 5, 2014 Share Posted August 5, 2014 I don't mind the RQ6/OQ/Legend way of doing skills for a Conan style game, but fore something a little more down to earth I find starting values to be a bit too high. I am considering reducing the secondary stat to +1/2 Stat, and adding a -1/2 SIZ to some skills; as mentioned above, Climb is a good example. SDLeary Quote Link to comment Share on other sites More sharing options...
nerdvana Posted August 6, 2014 Share Posted August 6, 2014 I am considering reducing the secondary stat to +1/2 Stat Oh, I like this. I was definitely thinking that there was a primary stat in the skill calculations. Quote Link to comment Share on other sites More sharing options...
Mankcam Posted August 7, 2014 Share Posted August 7, 2014 Yeah SDLeary thats a great way to do it, simple yet brilliant Quote " Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!" Link to comment Share on other sites More sharing options...
NickMiddleton Posted August 7, 2014 Share Posted August 7, 2014 Never been sold on the MRQ method and whilst i'm VERY fond of the old RQIII / SB1 skill categories there are a bit fiddly. I'm increasingly a fan of the Magic World "simplified" category bonus (flat half governing stat as bonus, so Manipulation is 1/2 DEX, Communication is 1/2 APP etc). Cheers, Nick Quote Link to comment Share on other sites More sharing options...
Akerbakk Posted August 28, 2014 Share Posted August 28, 2014 Thanks for the replies. I like the idea of using characteristics, but like K Peterson, I worry it makes character generation a little too fiddly, especially if I'm going to introduce new folks to BRP. But if I don't use characteristics, then they feel less meaningful ... Hmm, food for thought, anyway. Thanks again. I too was worried about the "fiddlyness" of using characteristics - which is why I created a BRP character sheet on MS Excel that calculates the starting percentiles for me. There are definitely ways to make the game work for you, and I love the organic feel and sense of "wholeness" that using characteristics for skills brings to the table. Hope you're able to find what works for you. Quote Link to comment Share on other sites More sharing options...
Sam E. Posted August 28, 2014 Author Share Posted August 28, 2014 I too was worried about the "fiddlyness" of using characteristics - which is why I created a BRP character sheet on MS Excel that calculates the starting percentiles for me. There are definitely ways to make the game work for you, and I love the organic feel and sense of "wholeness" that using characteristics for skills brings to the table. Hope you're able to find what works for you. Ha, yeah, I came to that conclusion too - I'm making a form-fillable PDF that auto-calculates that stuff. Quote Link to comment Share on other sites More sharing options...
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