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Message no. 1
From: Gavin Lewis <lewis@**.EDU.AU>
Subject: Good Karma, Skills and Time
Date: Wed, 12 Feb 1997 15:48:45 +0800
>>BTW, in my game I only allow PCs to raise their stats and abilities 1 point
>>per adventure (4-6 sessions)
>>
>That's prob a real good way to do it...

What about basing the increases on Game Time as opposed to Game Breaks. Say
for example at the end of one adventure and the start of a new adventure, a
character only has one week - so he/she raises their skill from 4 to 5. But
during another break between adventures a character might have 8 weeks (Game
Time) - do they still only get to raise their skill by one? An old
guidelines we use to use went something like ....

Skill Level 1 takes 1 week intensive training (BASE TIME).
Skill Level 2 takes 2 weeks intensive training (BASE TIME).
Skill Level 3 takes 1 month intensive training (BASE TIME).
Skill Level 4 takes 2 months intensive tarining (BASE TIME).
Skill Level 5 takes 4 months intensive training (BASE TIME).
Skill Level 6 takes 8 months intensive tarining (BASE TIME).

The base time is divided by the number of successes generated from a skill test.

eg Joe has a firearms skill of 4, he wants to raise it to 5. The base time
to learn his knew skill is 4 months. He rolls his "old" skill against a
target number of 4. He generates 3 successes (nice rolling). The time it
will take Joe to learn firearms 5 is now 5 weeks (4 months divided by 3
successes). He can start learning it take a break and then restart learning
it. eg. He trains for 1 week, goes to rescue his mum from some bad ass
Vampires ;) for two weeks, and then starts his SECOND week of training on
his return.

We also decided to introduce Willpower into the process. After all, it takes
Willpower to get up at 5.00am and train till 7.00pm. But after gametesting
it started getting a little tiresome because invariably the Mages were
waiting around for the others to learn skills. We scrapped that rule! ;) We
also introduced the rule that whenever two succesful tests were rolled in
ONE adventure, that those successes counted as ONE success when it came to
reducing the base time of training for that SKILL. (A lot of book keeping,
but the PC's seem to cope and even enjoy the fairness of the system).

Gav
Message no. 2
From: Bull <chaos@*****.COM>
Subject: Re: Good Karma, Skills and Time
Date: Wed, 12 Feb 1997 02:58:08 -0500
At 03:48 PM 2/12/97 +0800, Gavin Lewis spouted this nonsense:
>>>BTW, in my game I only allow PCs to raise their stats and abilities 1 point
>>>per adventure (4-6 sessions)
>>>
>>That's prob a real good way to do it...
>
>What about basing the increases on Game Time as opposed to Game Breaks. Say
>for example at the end of one adventure and the start of a new adventure, a
>character only has one week - so he/she raises their skill from 4 to 5. But
>during another break between adventures a character might have 8 weeks (Game
>Time) - do they still only get to raise their skill by one?
[SNIP Cool Rules Stuff]

Well... I keep things simple... I still only allow one raise between
adventures, regardless of the time that elapses... Basically, it's mostly
to get the players to diversify their points rather than jack it all into
one skill to get huge fast...

Of course, I'll usually allow a couple points of raising if it's a really
low, or a new skill...:)

But that's just my personal style...

Bull
--
Now the Fearless Leader of the New Star Wars Mailing List!

=======================================================
= Bull, aka Chaos, aka Rak, aka Steven Ratkovich =
= chaos@*****.com =
= "Order is Illusion! Chaos is Bliss! Got any fours?" =
=======================================================

"I finally find a guy I like, and you got to go and kill him!"
-Kom, "Outlanders"
Message no. 3
From: Gavin Lewis <lewis@**.EDU.AU>
Subject: Re: Good Karma, Skills and Time
Date: Wed, 12 Feb 1997 16:05:28 +0800
>Well... I keep things simple... I still only allow one raise between
>adventures, regardless of the time that elapses... Basically, it's mostly
>to get the players to diversify their points rather than jack it all into
>one skill to get huge fast...
>
>Of course, I'll usually allow a couple points of raising if it's a really
>low, or a new skill...:)
>
>But that's just my personal style...

Yeah thats cool! I think your solution is simple and very workable. :)

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