weasel_fierce
Mongoose
So how powerfull guys do you like ?
Talk to me!
THis is also a good place to share house rules for character creation
Talk to me!
THis is also a good place to share house rules for character creation
Vivamort said:My latest game is going to be a departure in that I'm converting existing experienced characters from RQ 2/3 over to MRQ.
RosenMcStern said:Have you already done the conversion or are you just planning it? I would be rather interested because my group has characters from a 10-year long campaign that we think cannot be converted. But we may be wrong. There is also the not-so-trivial issue of the cults being rather different and devised for the Second Age (no lunars!).
If you really want to do the "boys from the farm" style, just dont give the players their 100 skill points. You get defaults, culture and profession bonus and thats it. Maybe 10 points extra to one skill as a personal specialty.
Then of course, you'd want to speed up advancement a bit.
Arlaten said:Kids lose 5% per year (on their birthdays) in Acrobatics, Climbing, Dodge, Hide, Move Quietly, Perception, Swimming until they reach their professional basic skill bonus at age 15.
Kids lose 5% per year (on their birthdays) in Acrobatics, Climbing, Dodge, Hide, Move Quietly, Perception, Swimming until they reach their professional basic skill bonus at age 15.
I'm baffled. What is your rationalisation for reducing these skills as these children age?
Mage said:Not that I'm saying you have to be training all your life, but if you swim from a young age, say going to the pool once a month on average a year, you will only get better, no way you'll get worse unless you actually do nothing at all.
If the character is a child and is advenutring continuously, they should not lsoe those skill points.