GM's Handbook - training questions and comments

Rurik said:
Those quotes are from the rules, not SRD, but clearly state if you used a skill in a game you can be considered to have practiced it. I interpreted that on first reading way back when. Is there any other way it can be interpreted?

Don't forget that practice requires 1 day per 10% of the skill. So, if your scenario takes 4 days then it might not be time enough to complete the practice. Also, you don't get the IR until after the session so, following your logic, you start practising the IR you just got in the next session and so on.

In reality we're all using the same fudge here though. Basically, we give out IRs, resolve them there and then and hand-wave away the downtime requirement. Then, if we want to give the players some more IRs during downtime, we do. My house-rules just formalise the process for me.

Out of interest, who is the RQ line manager at Mongoose? i.e. the person who has the job of overseeing the system and coordinating errata and updates and so on.
 
RosenMcStern said:
The system was in the players' hand only if the GM was not skilled enough to handle his players. I experienced the "Cast Disruption at fleeing enemy to increase POW" tactics, too, but a simple "Since you can afford to make these pointless actions, this is no longer a stress situation for you, and you make no experience check for this." can stop it. In any case, as I noted in the OOC section of your PBEM, I prefer the new approach, even though it takes away some of the thrill.

I agree a GM should be in control of the situation, in MRQ the printed rules officially back up that position.

I suspect Deleriad and I probably handle experience similiarly, my point is that I think the RAW do support using your IR's right after the adventure for skills you used without additional practice time.

RosenMcStern said:
As for unlimited downtime, it depends on whether you enforce realistic costs in your campaign. If your character is not focused on earning his living, the money he made in his last adventure will run out quickly, so he is limited in the amount of time he can use in his training. Unless he gives up buying that fancy armour and spends his money by simply living his own life of adventuring.

RQ's relatively realistic economics have in my experience meant that once you've taken down a few foes with decent armor living expenses are not a big factor just by fact that armor is so valuable.

We can send you some ale bottle. Assuming there is some left. Last year we must have sucked up some 20-30 big boxes of them in Bacharach. What's the official figure, Fabian? Ok, I do not really want to know :roll:

While I don't wish do discourage you in any way from sending me ale (free beer!) it is sadly not quite the same. :cry:
 
duncan_disorderly said:
Rurik said:
On the beer note, are there any RQ/Gloranthan events on this side of the pond? They all seem to be in the old country. :?

The last New World Gloranthacon was Gloranthacon VIII held March 7-9, 2003 in Toronto, Canada. The organiser was Jeff "Voirof" Kyer. I'm afraid you might be a bit late for this one!

Now what to work on next, my instantaneous trans atlantic transport apparatus or a time machine. Decisions, decisions...
 
Deleriad said:
Rurik said:
Those quotes are from the rules, not SRD, but clearly state if you used a skill in a game you can be considered to have practiced it. I interpreted that on first reading way back when. Is there any other way it can be interpreted?

Don't forget that practice requires 1 day per 10% of the skill. So, if your scenario takes 4 days then it might not be time enough to complete the practice. Also, you don't get the IR until after the session so, following your logic, you start practising the IR you just got in the next session and so on.

In reality we're all using the same fudge here though. Basically, we give out IRs, resolve them there and then and hand-wave away the downtime requirement. Then, if we want to give the players some more IRs during downtime, we do. My house-rules just formalise the process for me.

I agree, the part I disagree with is that it is a fudge (at least regarding using IR's on skills you have used during play - I think the rules support that).

Deleriad said:
Out of interest, who is the RQ line manager at Mongoose? i.e. the person who has the job of overseeing the system and coordinating errata and updates and so on.

You are joking right? I don't think there is quite such a position. :)
 
Rurik said:
I suspect Deleriad and I probably handle experience similiarly, my point is that I think the RAW do support using your IR's right after the adventure for skills you used without additional practice time.

I agree with Rurik on his interpretation
 
Deleriad said:
That is the flip side of the issue. The problem is that MRQ seems to have no guideline for the frequency of skills. As far as I can see, 150% is the legendary threshold.

A level, incidentally, that is impossible to achieve by the rules as written if you're using only the core book since once you reach 100% or more, you can no longer advance at all (no mention is made of minimum chances for Improvement Rolls).
 
weasel_fierce said:
Rurik said:
I suspect Deleriad and I probably handle experience similiarly, my point is that I think the RAW do support using your IR's right after the adventure for skills you used without additional practice time.

I agree with Rurik on his interpretation

I agree with weasel_fierce on agreeing with rurik's interpretation. ;)
 
Cowboy said:
A level, incidentally, that is impossible to achieve by the rules as written if you're using only the core book since once you reach 100% or more, you can no longer advance at all (no mention is made of minimum chances for Improvement Rolls).

Keep in mind you go up 1% on a failed Improvement Roll, so in the RAW once you increase to 100% you can still increase the skill, just 1% at a time.

I think many people house rule a minimum improvement chance.
 
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