Banesfinger
Mongoose
What possible problems could I face if I made a set of house rules to max-out skills at 100%?
Rurik said:How do you mean? Do you want characters to never go over 100% or do you never want skills to go over 100%?
Banesfinger said:In my mind, it seems odd that a d100 based game lets you raise skills beyond the value the dice could possibly roll (or am I missing something here?).
Sure, a higher than 100%+ skill helps to overcome penalties to the roll, but other than that, I'm not sure why the designers allowed skills > 100 (how can you learn to be better than perfection (100%)???)
I see simonh’s point.simonh said:100% only means that you are (pretty much) guaranteed to succeed at tasks with a common, default difficulty.
A 100% marksman would hit that standard sized target at normal range 100% of the time. However, so would a 150% marksmen. Only when the wind/distance/etc became a factor, would the better man prevail.simonh said:For example that a marksman has a (near) 100% chance of hitting a standard sized target at short range. ...yet their skill against targets at longer range, or moving targets still vary considerably
Banned Beetle said:Yes. I definitively like it Banesfinger. Great idea! With the exception of weapon skills, skills are mastered when you reach 100%. Then opposed rolls are dealt with easily with the rolling low method (including fumbles ,failures, success & criticals of course) that has been proposed. It simplifies.
Any major problems with this solution?
Trif.
Banesfinger said:From a game mechanic point-of-view, it is REALLY easy:
After modifiers, any results greater than 100%+ are treated as 100%. (Even for opposed tests). Calculate criticals after all modifiers.
Dead Simple. No massive house rules for that one…
Thoughts?
simonh said:I'd just like to pint out that this is more of a problem for MRQ than it was for previous editions of the rules because MRQ characters seem to start out with higher best skills. In RQ2 or RQ3 many characters would start out with no skills over about 65%. In MRQ it's common to start out with skills of around 80%.
Some slight differences in the rate of advancement aside, that means characters will hit 100% skill much quicker, and for practical purposes a skill of around 95% is enough. For some starting characters that's only going to be about 10% away.
Now for my part, that's fine. In my RQ3 campaigns,m and later using Elric with RQ3 magic, I was pretty generous with starting characters. I ran games where characters would be clan champions, envoys on diplomatic missions, etc and so I wanted my players to start out capable of handling themselves in tough situations. Fortunately I was using rules that work well for characters at over 100% skill. In the Elric rules you can start out with a skill over 100% and the game works very smoothly for skill levels approaching 200% without any extra dice rolling or complex mathematics. The alternate system on my site IMHO also handles skills over 100% without breaking step at the 100% threshold.
Mugen said:You will not solve the problem of skills above 100 by doing so, as it is actually a problem of success chance and not skill level.
For instance : imagine that a character with 100% in Perception tries to find another one that is hidden in an environment that gives him +50% in his Hide skill, which is already at 100%. It would not be fair to ignore the +50% modifier in the contest.
simonh said:I'd just like to pint out that this is more of a problem for MRQ than it was for previous editions of the rules because MRQ characters seem to start out with higher best skills. In RQ2 or RQ3 many characters would start out with no skills over about 65%. In MRQ it's common to start out with skills of around 80%.
simonh said:Fortunately I was using rules that work well for characters at over 100% skill. In the Elric rules you can start out with a skill over 100% and the game works very smoothly for skill levels approaching 200% without any extra dice rolling or complex mathematics.