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New RQ skills


jux

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Well there is always the Ringworld approach. In that RPG the main kill cateogires were root skills, and what are normal skills in BRP were subskills. 

 

Also, some RPGs, combine skills in order to kept the skill list down.  in the old Bond RPG, there were only about 15 skills in the game. The Driving skill applied to any ground vehicle, car, motorcycle, tractor-trailer, tank, whatever. Likewise Piloting applied to any sort of air vehicle. Commercial airliner, WWI prop plane, fighter jet, hot air balloon, jet pack, or space shuttle, all used the same skill. That allowed a PC to be able to have a broad expertise. If desired, the GM could apply a non-familiarity penalty if he felt the character was operating something outside his experience. 

 

 

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22 hours ago, jux said:

But we are talking about BRP and RQ, so yeah. Skills it is. 

Yes with a but. No with a maybe

Of the old-new designers; one is fairly proud of his work writing Pendragon, which removed most of what we would think of Agility and Stealth skills into the DEX roll (which obviously be Dex x5 in a d100 game) removed languages on the grounds that it would be more fun if the characters could all communicate, and at least one other was involved with WoW which removed the communication skills and replaced with the CHAx5 Persuade roll

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On 22 February 2016 at 7:51 AM, Joerg said:

Maybe it is my experience playing HeroQuest, but I wonder whether one should keep the amount of skills at the level of RQ skill categories and allow specialisations within these fields.

 

I'm a big fan of broad skill with potential specialisation

The first time I saw it was in Shadowrun (makes me feel more of a veteran than I'd like to recognise that SR doesn't count as a modern game any more!) and I thought it was brilliant

Then I wondered why it didn't go further

Then I flicked through a later edition and saw that it had been watered down

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On 23/2/2016 at 1:02 AM, Atgxtg said:

Well there is always the Ringworld approach. In that RPG the main kill cateogires were root skills, and what are normal skills in BRP were subskills.

I had the exact same approach recently while trying to make a simplified RQ.

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3 hours ago, Mugen said:

I had the exact same approach recently while trying to make a simplified RQ.

I did something similar. What I did was eliminate the individual base% for skills and instead use a modified skill category base as the base skill score. Then the other skills built off of the base. I also was allowing specialization/sub-skills. 

For example, a character could have something like Melee 25%, Sword 60% [Broadsword 80%]

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l did exactly the same thing as well, so we are obiviously onto something here. I am really hoping the new RQ goes down this path.

" 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!"

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On 2/20/2016 at 0:14 AM, threedeesix said:

Well, its a dump stat until the character needs to resist a spell that magic-user has just cast on him. At that point I'm sure he'll wish he put a few more points into POW. ;)

:D Don't forget the good old Luck Roll. I also use POW as a component of Resilience for my hitpointless combat system ((POW+CON+SIZ)/3) but that is not canonical RQ or BRP.

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On 9/3/2016 at 7:02 PM, Atgxtg said:

I did something similar. What I did was eliminate the individual base% for skills and instead use a modified skill category base as the base skill score. Then the other skills built off of the base. I also was allowing specialization/sub-skills. 

For example, a character could have something like Melee 25%, Sword 60% [Broadsword 80%]

 

7 hours ago, Mankcam said:

l did exactly the same thing as well, so we are obiviously onto something here. I am really hoping the new RQ goes down this path.

In my case, I only have 2 levels of skills. A swordsman would have something like:

Melee +4, Swords +3 (total +7)

(I also dropped the second digit, and reversed the system to be 1d10+skill > difficulty, and I still claim it's an evolution of RuneQuest :D)

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When I was tinkering with a home brew BRP character sheet I decided to get rid of the base skill chances, and put an emphasis on the Skill Categories. I have never seen Ringworld, so I just reworked the skill categories from RQ and BGB.

Every category had a primary skill and two secondary skills. Primary skill equals Characteristic, and secondary equals half Characteristic.

For example, the skill category of Combat = Primary DEX, Secondary STR, INT. So this looks like Combat = DEX + (half STR + half INT).

Most skill categories had a score of around 15% to 35%, which is pretty decent. 

This meant that I could ask a player-character to make a "Communication Roll', a 'Mental Roll', a 'Combat Roll' etc. If they had any skill of relevance within that skill category then they roll that skill instead, to increase their chances of success. In some cases they may have specialties of those skills which give them further advantages.

I really liked the idea, as the character sheet doesn't get overloaded with huge skill lists, just the highlights for that character. From my way of thinking, this makes the game feel 'cleaner', more modern, and hopefully simpler for the players to look at. It also makes the initial core Characteristics much more important to the character as well. 

I would love to see something like this in a new version of BRP or RQ +++

Edited by Mankcam
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" 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!"

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4 hours ago, Mankcam said:

When I was tinkering with a home brew BRP ...<snip>...

I would love to see something like this in a new version of BRP or RQ +++

You forgot the negative modifier... SIZ!! :D

This is pretty much along my line of thought for categories and their use.

SDLeary

Edited by SDLeary
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On 3/10/2016 at 11:26 PM, Mankcam said:

l did exactly the same thing as well, so we are obiviously onto something here. I am really hoping the new RQ goes down this path.

I still got my notes. Depending on how RQ works out we could always get together and make our own RPG. I've got lots of notes for things I'd love to see in a BRP/RQ-based RPG.

Chaos stalks my world, but she's a big girl and can take of herself.

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On 3/10/2016 at 7:28 AM, Mugen said:

 

In my case, I only have 2 levels of skills. A swordsman would have something like:

Melee +4, Swords +3 (total +7)

(I also dropped the second digit, and reversed the system to be 1d10+skill > difficulty, and I still claim it's an evolution of RuneQuest :D)

Looks more like an evolution of CORPS. Only CORPS went 3 levels deep.

Chaos stalks my world, but she's a big girl and can take of herself.

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6 hours ago, Atgxtg said:

I still got my notes. Depending on how RQ works out we could always get together and make our own RPG. I've got lots of notes for things I'd love to see in a BRP/RQ-based RPG.

Yeah they should of directly consulted us first, heh heh

" 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!"

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The thing with BRP games is it's probably the most modable, hackable system there is. For skills, if you don't like the skill categories, modifiers, base percentages, etc just change them. However you calculate skills, as long as the end result is expressed as a % you're good to go.

I may well end up swapping out the entire combat system and using the one from Elric. Not a problem. If you really wanted to, you could probably port the runic affinities and rune/spirit/sorcery etc systems across to RQ6/Mythras. Cool.

You'd need a little bit of rules system 'glue' to get everything to work right, but in my experience of hacking previous BRP systems together very little.

Simon Hibbs

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Check out the Runequest Glorantha Wiki for RQ links and resources. Any updates or contributions welcome!

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12 hours ago, simonh said:

The thing with BRP games is it's probably the most modable, hackable system there is. For skills, if you don't like the skill categories, modifiers, base percentages, etc just change them. However you calculate skills, as long as the end result is expressed as a % you're good to go.

I may well end up swapping out the entire combat system and using the one from Elric. Not a problem. If you really wanted to, you could probably port the runic affinities and rune/spirit/sorcery etc systems across to RQ6/Mythras. Cool.

You'd need a little bit of rules system 'glue' to get everything to work right, but in my experience of hacking previous BRP systems together very little.

Simon Hibbs

Yes.

The strength of BRP as a generic system, when compared to GURPS, for instance, is that it is not really a "system", but rather a "framework" upon which you can create a system.

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On 11/3/2016 at 5:26 AM, Mankcam said:

l did exactly the same thing as well, so we are obiviously onto something here. I am really hoping the new RQ goes down this path.

Revolution currently has only 15 skills, most of which correspond to the skill "categories" of other systems, and most setting will not use all 15 of them. This particular aspect of the system has shown a satisfactory behaviour in playtesting so far, allowing a great deal of simplification.

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9 hours ago, Mugen said:

Yes.

The strength of BRP as a generic system, when compared to GURPS, for instance, is that it is not really a "system", but rather a "framework" upon which you can create a system.

Maybe, but it is also BRP's weakness. Players don't get excited over a framework. Nor do most people rush out with enthusiasm for a framework. It is what GMs do with the framework that can generate enthusiasm. With a fully fleshed out game system, it's a lot easier for people to see just what can be done with the system. 

Chaos stalks my world, but she's a big girl and can take of herself.

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7 hours ago, Mugen said:

The strength of BRP as a generic system, when compared to GURPS, for instance, is that it is not really a "system", but rather a "framework" upon which you can create a system.

Hmmm, I would say "not quite".

The big difference between GURPS and BRP is that the latter is a genericization of several similar systems (RQ, CoC, ElfQuest, RingWorld, Stormbringer) that have been reduced to a "common core". The declinations came before the core framework.

GURPS is a core designed to be generic, but with specializations already in mind. The core framework came before the declinations (and thus the declinations have fewer differences).

But the end result is not so different: BRP as core+declinations (that is, the BGB) is no more a "framework" than GURPS is.

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3 hours ago, RosenMcStern said:

Revolution currently has only 15 skills, most of which correspond to the skill "categories" of other systems, and most setting will not use all 15 of them. This particular aspect of the system has shown a satisfactory behaviour in playtesting so far, allowing a great deal of simplification.

I'm one of your backers and I have pretty much liked everything you have rolled out for Revolution so far, so I am eagerly waiting to see these rules published :)

" 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!"

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