Experience in RQ II

Briquelet

Mongoose
I'll start off by saying I am a true fan of the old Chaosium Runequest and have waited for years (started playing RQII back in 1981) for someone to ressurect what I feel is the best RPG ever designed. Although MRQI disappointed the heck out of me, MRQII absolutely kicks tail! The rules are internaly consistent, quick, and very playable; moreover, they maintain the feel of the older system while adding much more exitement. Great job by all involved--you have my sincere thanks!

Ok, so here is my only concern. :-) Why the heavy restriction on character development through assigned improvement rolls? My group will only be playing once every two weeks, so you can figure roughly 78 improvement rolls average over a full year of play. Let's say half of these are successful for a total of 176% gained in any/all skills developed--and only if characters do not raise any attributes or buy new advanced skills. I do realize that training does provide greater advantages than in the old Chaosium RQII, but I have always felt so much is gained by real world experience.

Here is my idea for an alternative system in my forthcoming game. Go back to putting a check by any skill successfully used under duress during an adventure...one check maximum per skill. Make rolls to improve all of these skills once the adventure is over and charaters have time to rest and reflect. Attributes and any other abilities previously purchased with Improvement Rolls are now purchased with Hero Points.

What do you think? Would this unbalance play in the new system? Feel free to tell me to shut up. :-)
 
Since it's the same for everyone the balance would be there. They'd become very skilled faster but that's just a concern if you play adventures written by others.
 
Once every two weeks would be frequent in our group, I would be impressed if we made 10 sessions a year.

But during MRQI I used skill checks not for successes but for criticals and fumbles. More over, fumbles would be an almost instant skill increase check (but not with a 1% minimum), real failures are often more enlightning than successes. After a chapter or so they would get a smaller amount of improvment points. I also allowed training not to different from MRQ2.
Stat increase now feels impossibly difficult so , I might pick those skill checks up again. Magic I do not know if I will keep the MRQ2 rules for or not.
 
Once every two weeks would be frequent in our group, I would be impressed if we made 10 sessions a year.

Oh, believe me, I share your "frustration" :)
In my case RQ-sessions need to "compete" versus D&D 3.5, Cthulhu, Shadowrun and WFRP (well, we last played WFRP on 31.05.2006).
For some 3-4 years, D&D 3.5 is a regular every-2-weeks-3 hours block whereas Cthulhu has now been regularly implemented in the same interval, but obviously one week later (I cannot even take part in those sessions, job and family and all that).
So "getting in" a WFRP or a RQ-session alway requires a lot of smooth talking...

I used skill checks not for successes but for criticals and fumbles
Sounds like a great approach, hadn't really thought about that, thanks
 
I'm fortunate to have a weekly game going, and after session #6 everyone has pretty unanimously decided to make RQII our go-to game and we'll be playing for the foreseeable future....that's probably insuring at least 30 or so more sessions this year (heh!)....but that said, I do still prefer the old system of "a check by every skill." Nonetheless, I hae compensated by using the RQII method, but I am simply being more gracious in my rewards; I tend to hand out at least 5 IRs per session, with a bonus of 1-3 if they accomplish a lot or survive some tough times in any given session. I would like to see them all reaching the level of prominent heroes about 30 games from now, so assuming 5 IRs per session on average, that's at bare minimum 150 skill points over 30 sessions....and probably closer to 300 or more. I've generally that found campaigns last about a year, 35-45 sessions, are pretty healthy, and so I try to gauge advancement around the idea that a campaign of X sessions lasts for a year or so.
 
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