weasel_fierce said:
Evidence from piles of BRP based games pretty much disproves that, unless your campaign runs for several years.
Um... My current RQ3 campaign has been running continuously, on a weekly basis since 1980ish (we converted to RQ3 from our original RQ2 campaign, which technically started with RQ1 rules and added the "optional stuff" that later appeared in RQ2). Same game world. Same NPCs. Same timeline. It's likely the longest running single RPG campaign in existence, but I can't be sure of that.
I guess my experience may be different then most, but we *do* play for very very long periods of time. Heck. I've run single scenarios in this campaign that have run for more then a year (same set of characters on the same adventure). I know that lots of people run scattered scenarios and change characters and worlds often, but we don't. And I don't think a game rule system should assume that a campaign is going to be restarted ever X years either.
We'd most certainly see a preponderance of characters with a whole bunch of "100"s marked on their sheets. Doubly so since MRQ actually reduces the number of core non-combat skills. I have several characters right now that have over 100% in hide, sneak, conceal, scan, search, and listen. Not to mention things like ride, throw, track, jump, climb, etc... Most of which are condensed into far fewer skills in MRQ, meaning the same characters, had they been run under MRQ rules would simply have a sheet full of 100s on just about everything and in far less time...
This may not apply to everyone, but I think it's incredibly limiting to simply place hard skill level restrictions in your game. IMO, the problem is that you want to start out characters with "decent" skill levels (to avoid the "wiff fest" factor that many players dislike), but that leaves relatively little room between those decent levels and the max level (if you make 100% the max). You could artificially slow down advancement, but now the players will be discouraged that their characters aren't growing fast enough. You could start them with lower skill levels, but now you're back to the "I'm not heroic at all" factor.
If you're going to "fix" the problems with dealing with opposed skills, and this fix requires changing some of the core MRQ rules, I just think that everything being equal, coming up with a fix that allows skills to progress over 100% and stay meaningful is better then one that does not.
But that's just me...