Improving Stats

zanshin

Mongoose
At the moment the rules for Improving stats are quite harsh - you are giving up a lot for a chance of improving a stat. Some stats in particular - Power say - are the fuel of the magic system and were much easier to increase in RQ2/3. Here are some of the ideas I have had about this. Also the mechanic (roll over 5 X stat on d100) takes no account of racial differences - why should it be easier for ducks and trollkin to reach their racial max STR than it is for Great Trolls

1) Vary the cost of an improve stat roll , either for all stats, or for stats that you want to allow increases in more easily - so maybe just 1 Improvement roll to try to increase POW.

2) Have failed attempts to increase a stat make the next increase easier ie after 1 failed stat roll, next time you try you roll over STAT X4 .

3)When you critical on a skill test in a situation where a stat is relevant
eg persistence test to resist a spell (POW) , influence test to charm someone (CHA) , Athletics test to lift an enormous weight (STR) give the character either a free stat increase test, or a bonus to a stat increase test roll should they pay for one.

4) When a character achieves mastery of a skill (90 or 100% ) according to taste, give them a free stat increase roll or bonus to a future one (stat relevant to the skill of course)

5) Racial modifiers - add (5 x racial maximum score) and subtract 105 from the increase roll. This creates a level playing field for races with higher than human racial maximums.

Just some ideas - feel free to add your own, comment etc.
 

Archer

Mongoose
My suggestion;

(Racial Maximum - Current Value) x 3%

Roll below that, and you increase the stat by one, instead of rolling above stat x 5%.

That way, it becomes harder and harder to increase your characteristics.
 

zanshin

Mongoose
That would make it far harder than the current rules which are already more restrictive than RQ2/3 - not keen.
 

Rurik

Mongoose
zanshin said:
That would make it far harder than the current rules which are already more restrictive than RQ2/3 - not keen.

Roll under (Racial Max - Current Stat) X 5 is how I have always done it.
 

Archer

Mongoose
Rurik said:
zanshin said:
That would make it far harder than the current rules which are already more restrictive than RQ2/3 - not keen.

Roll under (Racial Max - Current Stat) X 5 is how I have always done it.

I was going to suggest x5 at first. But I thought that would be too easy.
 

Vadrus

Mongoose
Archer said:
Rurik said:
zanshin said:
That would make it far harder than the current rules which are already more restrictive than RQ2/3 - not keen.

Roll under (Racial Max - Current Stat) X 5 is how I have always done it.

I was going to suggest x5 at first. But I thought that would be too easy.

Aye and we'd just be back using RQ2/3 again for that mechanic.


Vadrus
 

Utgardloki

Mongoose
An idea I had was to allow spending a number of hero points equal to the current stat to automatically raise the stat by 1.

Or maybe spend a number of hero points equal to half the current stat in order to automatically raise the stat by 1. Or a third. Maybe I'll go with half.

I also plan to remove the stat caps. If you want to spend the points to go to 25 or 35 or whatever, it's up to you.

And I am looking for ways to make the stats more relevant. Right now they're not doing much.
 

zanshin

Mongoose
Good idea Utgardloki.

I think STR, SIZ, CON, DEX and POW are all pretty valuable to increase. INT and CHA far less so , except INT for sorcerers.

POW is always goingf to be crucial in any world with magic.
 

CthulhuFnord

Mongoose
close to what I was thinking of trying. The old Runequest made increasing a bit of a gamble, you could either raise it by 1 or roll 1d3-1. How about three hero points give you one additional stat point, or you could gamble and roll for D3 points in the stat.


Utgardloki said:
An idea I had was to allow spending a number of hero points equal to the current stat to automatically raise the stat by 1.quote]
 

zanshin

Mongoose
We haven't really seen POW gain or anything to do with Spirits yet, so the wise person might hold off on that aspect.

Might want to consider how thats phrased - I consider myself to be at least averagely wise :D

So far stat gain , in the core rulebook, is a random roll over burning 3 improvement rolls. For non POW stats, not a big deal maybe, although it is a change of pace from previous versions.

If the companion provides a different means of POW gain , then fine, i'll take that on board, but at the moment POW gain that slow, especially given the need to attune Runes at 1 POW a pop, would result in a very different feel to Gloranthan roleplay than at present.

INT is critical for your Strike Rank modifier.

Thanks , forgot that - INT in the past was both a crucial stat (experience, skill bonuses, max spells known) and very difficult to change. It does seem less crucial now.

And the max spells a sorcerer can know.

And Pow is vital for casters of all types.

Each is important in its own way.

I did mention INT for sorcerers, with you 100% on POW.
 
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