atgxtg said:I think a cap is a bit unrealist and counter to good play.
atgxtg said:I like open ended skills. Just as long as it doesn't get into overkill. I think a cap is a bit unrealist and counter to good play. Just as long as the development slows down at the high skill end I think things can work.
GbajiTheDeceiver said:Wow, loads of long posts.
All I'll add is that I've written a program to do a brute force approach (testing for every possible value of 2 d100 rolls vs. 2 skill scores) using a few different resolution mechanics, and it appears that the Relative/Linear combo works, and works well.
As we all knew it would.
So reduce the highest to 100, and reduce the lowest by the amount that the highest is above 100.
The only breaking point is where the difference between the 2 is over 100. To resolve this, just use a straight 95% for highest to win, and it works out beautifully.
GbajiTheDeceiver said:atgxtg said:I think a cap is a bit unrealist and counter to good play.
Me too. The only thing is that there's eventually going to come the point where one person is so far off the scale by comparison to the other that any higher score won't really matter. It's not much different if a 5 ton rock or if a 2000 ton rock falls on you, to use an unrelated but relevant example. You're still paste. Likewise, if Jimi Hendrix or a street busker tried to play better guitar than me, I'd lay odds that both of them would have a roughly equal chance of doing so. :lol:
Adept said:atgxtg said:I like open ended skills. Just as long as it doesn't get into overkill. I think a cap is a bit unrealist and counter to good play. Just as long as the development slows down at the high skill end I think things can work.
Exactly how is a cap at something like 115 unrealistic and counter to good play? What do you mean?
atgxtg said:Adept said:atgxtg said:I like open ended skills. Just as long as it doesn't get into overkill. I think a cap is a bit unrealist and counter to good play. Just as long as the development slows down at the high skill end I think things can work.
Exactly how is a cap at something like 115 unrealistic and counter to good play? What do you mean?
BVecuase once you reach the cap, you no longer have anything you can do to improve the skill. THis is both counter productive and unrealsitc. SOrt of say, okay Mr. Clapton, you got your Stratocaster up to 100%, now what are going to to put your improvement rolls into.
Adept said:atgxtg said:Adept said:Exactly how is a cap at something like 115 unrealistic and counter to good play? What do you mean?
BVecuase once you reach the cap, you no longer have anything you can do to improve the skill. THis is both counter productive and unrealsitc. SOrt of say, okay Mr. Clapton, you got your Stratocaster up to 100%, now what are going to to put your improvement rolls into.
Composing? Singing? Performance?
There is nothing unrealistic or limiting in that. Haven't you ever heard of somebody reaching their peak?
Adept said:I think the problem may be that you come from a gaming enviroment where the characters becoming more powerful is very important. There always has to be room for the next 1d6 points in the skill, regardless of how high it already is.
In a high fantasy Hârnmaster game I play in (set in Shadow World) my character has lived for about 150 years, and being a swordsman has always been very important for him. He has reached a very high skill, but he still isn't at his absolute peak.
The character reached about 100% by training, a fighting as a mercenary in countless wars. He had studied several traditions of swordplay, and developed his own style, but he couldn't progress beyond that. Then he took it as a quest to go around the world, challenging the finest swordsmen in different cultures to duels. Seeking out the best he could find challenging matches, and new things to learn.
I think he's currently at something like 111%, and his absolute maximum would propably be around 116% (from stats). [I don't know the exact figures since the GM keeps the character sheets on his computer, as we like to run our games] At the moment the character only get's to roll for advancement if he matches swords with a new opponent of approximately equal (or better) skill, and even then I would have to roll d100+16 adn get better than 111. If that happens his skill goes up one point.
But what do I care. He's one of the ten most skilled swordsmen in the whole world, and almost certainly the most skilled human. Of course some are faster or (a lot!) stronger, but his hard won skill can't be disputed. Even the gods don't have that much raw skill, I think. Not that they particularily need it, of course.
His wife (the character of another gamer) is a very powerful archmage. She studied in the same elf-culture where my character got honed his skill to 100%. As the characters lived there for 70 years, the GM said she get's her skills to 80%, as she is not a particularily fierce in temperament. That means she is a technically superb fighter, but to her it's like a martial arts hobby, rather than a driving passion. Still, even an arch-mage needs steel in her hand every now and then (also knife fighting and unarmed combat).
***
Anyway, quite obviously my character has had "somewhere to go" on his skills for all that game time. And it's much more satisfying than having his skill be 170 by now, and not knowing what that means in the absolute scale of things. In an open ended system I would have absolutely no idea what that 170 meant, and whether some legendary swordsman would be 100, 150 or 300 in skill. That would suck, and make the game feel like a bad D&D clone.
Gnarsh said:How on earth can you assume that skills should cap just slightly over 100%? The only way that works is if you dramatically change the game rules to ensure that characters start at lower skill levels, eliminate the ability to take skill points via profession (I'm curious how your GM figured that after 70 years a character should only be 80%), and dramatically decrease the odds of advancement. That just seems like a heck of a lot of modification to make to a game just to keep some numbers low.
Gnarsh said:The negatives to capping are huge (and IMO worse in a game like MRQ where there are fewer broad skills). You end up with the "tank-mage" problem. RQ is a skill based game. This only works if skills are open ended. Because otherwise, over time, characters will simply max out one skill, then another, then another. And pretty soon every character looks the same. Allow skills to go up endlessly (and retain the aging rules), and it becomes a matter of how good can you get during a lifetime? A character can learn sorcery and swordfighting, but he's not going to be as good at either as someone who focused on only one.
Adept said:The super fast skill advancement of (any version of) RQ is the problem there. Check out Hârnmaster some day for a good alternative.
Also, if you concider that the character's have to keep up their skills the question of mastering every skill in the book becomes a non-problem. That requires some roleplaying (at least in one's head) and thinking about the character's daily routines and lifestyle.
If a character has gourmet-chef skill of 95% and then doesn't do anything with the skill for three years, would you (as a GM) still say he has that skill at that level? Would the player think so? Not here they wouldn't.
Rurik said:I am going to go back to my idea of just killing characters when their skills get to close to 100. No artificial ceilings, no halving, no linear or relational adjustments. Just Skybolt.
atgxtg said:Rurik said:I am going to go back to my idea of just killing characters when their skills get to close to 100. No artificial ceilings, no halving, no linear or relational adjustments. Just Skybolt.
Why wait. Get 'em during character gneeration while they are unskilled and at their most vulnerable.
"Have you got you hit points figured yet?"
"No, not yet."
"Good, then this 8 points to the head should be enough since you are already at zero! Bwha-hahah-ha! Wanna try again?"
algauble said:This will actually fit it quite well with my Runequest/Traveller Chargen Houserules. Of course you'll only die during chargen if you fail your Resilience Test. Are there any changes I'll need to make if Glorantha is a planet instead of a lozenge? Does UPP 78AC889 sound right? Plus the Red Moon is a space station ("That's not a moon")![]()
Adept said:But what do I care. He's one of the ten most skilled swordsmen in the whole world, and almost certainly the most skilled human. Of course some are faster or (a lot!) stronger, but his hard won skill can't be disputed. Even the gods don't have that much raw skill, I think. Not that they particularily need it, of course.
Gnarsh said:Adept said:The super fast skill advancement of (any version of) RQ is the problem there. Check out Hârnmaster some day for a good alternative.
Harn is a decent source. Never been impressed with the system though. There are two aspects at play here. First, players like their characters to be competant. No one likes a wiff-fest. That's why RQ3 dramatically upped the starting skill level for new characters. Second, you should allow for a decent meaningful range of skill. If you've decided that starting characters at 15-20% skill levels isn't fun, but starting them at say 50-60% works well, then you have to allow for significantly more skilled people to be, well... significantly better.
simonh said:Adept said:But what do I care. He's one of the ten most skilled swordsmen in the whole world, and almost certainly the most skilled human. Of course some are faster or (a lot!) stronger, but his hard won skill can't be disputed. Even the gods don't have that much raw skill, I think. Not that they particularily need it, of course.
I think this paragraph is very telling. We just have a different expectation of what we want to be possible in the game. We know that in Glorantha it is possible to become incredibly skilled in your chosen ability. Great heroes are so powerful than most ordinary people can't even begin to compete with them. Therefore the game system needs to be able to model that.
The world of Harn master is presumably different and 'more realistic'. The fact is that what's 'realistic' in Glorantha and what's realistic in the real world or Harn differ greatly.
Simon Hibbs
Adept said:People like competent characters. I'd say people like characters that feel as competent as their concept of them is. Since when is roleplaying about gaining power for the character? (ok, since D&D, but we've come some distance since then)
Player character skill levels should depend on the campaign and the desires of the player. If the character is a weaponthane , he should have the skills to reflect that. When I'm playing a weaponthane with skills in the 70+ range, I'm quite happy with that. I don't need (or want) the character to suddenly start zooming up in his skills when playin starts.
Also there is a world of differense between skill 60 and skill 90. There definitely is somewhere to go. That is only wrecked with an experience system that is too fast.