Hello there,
I am a veteran GM of some 25 years. I've been using a custom rule set for several campaigns based on a d% mix of Mythus & Cthulhu. My group and I are excited to try out MRQ, as it is similar to our own rules but adds much more goodness.
So, this morning, I am putting together a sample character to see how things work. I make a charming swordsman who grew up a merchant's son but envisions himself a thief and ladies man. I make no effort to min/max him, just create a balanced and fun character as I expect my players will. He ends up with a 66 longsword, 40+ Influence/Evaluate, a 30 here or there, and lots of 22's and below.
In our old system, the players would start with 70 in a big stat, 2 60's, 3 50's, a few 40's and a couple of 35's. You get the idea. We also had the same difficulty modifiers. +0 standard adventuring difficulty with +-60% for other attempts. So my concern is that the characters will miss a great deal with their skill rolls based on MRQ's default setup.
Sure, the starting wizard shouldn't have a 90% to leap across roof tops, but there are so many skills rated 30 that I anticipate frustrated players. 1/3 of the time on almost every skill a player has, they are going to fail an average difficulty task. How has this affected your games?
Bumping LOTS of my extra points into Stealth and Dodge to make my character a bit thiefy, he still only has a 28% and 38% respectively to succeed at these tasks. I would be fine if these were the starting stats for these skills for a wizard type, but it seems low with me still dumping lots of points into them.
When I made my character, I picked backgrounds and professions that made sense for the character I envisioned. Is this what you and your players do? Or do you select your backgrounds/professions by what skills you receive?
Average difficulty is +-0%, something harder is 20%, an easier task is +20 to 60%, but it seems like I have a few basic options here:
1) Pound the concept into the players that their characters are veritable newborns and need to only tackle extremely easy tasks for any reasonable chance of success. "I want to run across the roof edge!" "Well, you better get on your belly and pull yourself along before you fall off for sure."
2) Simply add +40-60% to every fun adventuring task they want to tackle to give them a reasonable 50-70% of success in the game. This just seems too arbitrary and wrong though.
A last rambling example: my swordsman has a 66% to hit with his blade, sounds great. He can dodge with a 38% which makes me raise my eyebrow a bit, but ok. Then, if he gets into a fistfight, a staple of adventuring, he has a 17% of hitting on average. 17%? I can just hear my players getting frustrated and wondering what the hell is wrong with their character.
- I understand I can start players higher, just wondering what your game play experience has been.
- I understand I can alter difficulties, but if I'm just going to add +40% to most every roll in the early adventures, then there really isn't a big feel of accomplishment from the players when they earn those 40 points over time.
So am I doing something wrong in character creation or do I simply need to change my point of view here?
Thank you,
Tom / Doc4
p.s. What method of characteristic points do you use? The 80 point distribution from the GM guide seemed balanced until I did the math and saw the average for rolling the 4d6/3d6-lowest method (and assigning them) gives many more points on average. Something like 94-96. That 80 method seems quite low. I used the 4d6/4d6 standard method from the book, by the by.
I am a veteran GM of some 25 years. I've been using a custom rule set for several campaigns based on a d% mix of Mythus & Cthulhu. My group and I are excited to try out MRQ, as it is similar to our own rules but adds much more goodness.
So, this morning, I am putting together a sample character to see how things work. I make a charming swordsman who grew up a merchant's son but envisions himself a thief and ladies man. I make no effort to min/max him, just create a balanced and fun character as I expect my players will. He ends up with a 66 longsword, 40+ Influence/Evaluate, a 30 here or there, and lots of 22's and below.
In our old system, the players would start with 70 in a big stat, 2 60's, 3 50's, a few 40's and a couple of 35's. You get the idea. We also had the same difficulty modifiers. +0 standard adventuring difficulty with +-60% for other attempts. So my concern is that the characters will miss a great deal with their skill rolls based on MRQ's default setup.
Sure, the starting wizard shouldn't have a 90% to leap across roof tops, but there are so many skills rated 30 that I anticipate frustrated players. 1/3 of the time on almost every skill a player has, they are going to fail an average difficulty task. How has this affected your games?
Bumping LOTS of my extra points into Stealth and Dodge to make my character a bit thiefy, he still only has a 28% and 38% respectively to succeed at these tasks. I would be fine if these were the starting stats for these skills for a wizard type, but it seems low with me still dumping lots of points into them.
When I made my character, I picked backgrounds and professions that made sense for the character I envisioned. Is this what you and your players do? Or do you select your backgrounds/professions by what skills you receive?
Average difficulty is +-0%, something harder is 20%, an easier task is +20 to 60%, but it seems like I have a few basic options here:
1) Pound the concept into the players that their characters are veritable newborns and need to only tackle extremely easy tasks for any reasonable chance of success. "I want to run across the roof edge!" "Well, you better get on your belly and pull yourself along before you fall off for sure."
2) Simply add +40-60% to every fun adventuring task they want to tackle to give them a reasonable 50-70% of success in the game. This just seems too arbitrary and wrong though.
A last rambling example: my swordsman has a 66% to hit with his blade, sounds great. He can dodge with a 38% which makes me raise my eyebrow a bit, but ok. Then, if he gets into a fistfight, a staple of adventuring, he has a 17% of hitting on average. 17%? I can just hear my players getting frustrated and wondering what the hell is wrong with their character.
- I understand I can start players higher, just wondering what your game play experience has been.
- I understand I can alter difficulties, but if I'm just going to add +40% to most every roll in the early adventures, then there really isn't a big feel of accomplishment from the players when they earn those 40 points over time.
So am I doing something wrong in character creation or do I simply need to change my point of view here?
Thank you,
Tom / Doc4
p.s. What method of characteristic points do you use? The 80 point distribution from the GM guide seemed balanced until I did the math and saw the average for rolling the 4d6/3d6-lowest method (and assigning them) gives many more points on average. Something like 94-96. That 80 method seems quite low. I used the 4d6/4d6 standard method from the book, by the by.