rules question: improvement rolls

ealdstan

Mongoose
It says in the rules that skills can advance beyond 100%. It also says that to gain the highest possible increase you have to roll higher than your skill. How can you roll higher than 100%? Or do you have to automatically take the 1% increase?
 
ealdstan said:
It says in the rules that skills can advance beyond 100%. It also says that to gain the highest possible increase you have to roll higher than your skill. How can you roll higher than 100%? Or do you have to automatically take the 1% increase?

96 - 100 is always a success!

/Calle :idea:
 
calle said:
ealdstan said:
It says in the rules that skills can advance beyond 100%. It also says that to gain the highest possible increase you have to roll higher than your skill. How can you roll higher than 100%? Or do you have to automatically take the 1% increase?

96 - 100 is always a success!

/Calle :idea:

Is that actually a rule anywhere ?

My understanding from the books is that past 100% (unless you have a mentor) you pretty much just get the 1% increase
 
weasel_fierce said:
calle said:
ealdstan said:
It says in the rules that skills can advance beyond 100%. It also says that to gain the highest possible increase you have to roll higher than your skill. How can you roll higher than 100%? Or do you have to automatically take the 1% increase?

96 - 100 is always a success!

/Calle :idea:

Is that actually a rule anywhere ?

My understanding from the books is that past 100% (unless you have a mentor) you pretty much just get the 1% increase

You are right, i was rash in my response. From now on i have a new house rule for my players!

/Calle
 
well, not saying its a bad rule at all :)

Just wanted to clarify whats "as written". I do like your option, and once my players get up there, I might well use it too
 
It says under runecasting skills that 96-100% is always a success in improvement rolls but it doesn't about regular skills so I was wondering if maybe that was an omission.

Whoops! I made a mistake there. It says that about the characteristics not runecasting.
 
ealdstan said:
Whoops! I made a mistake there. It says that about the characteristics not runecasting.

It would have to say that about characteristic increases; otherwise races with natural characteristics > 20 could never increase them. Perhaps that should be tweaked so the chance of increasing a characteristic is 5(Species Max - Current Value)%. Certainly Mistress Race Trolls and bicentenary elves should be able to reach their species maximums in power.

Even a master teacher with 100% skill in her subject can help her students advance past 100% extremely slowly. A 10% chance of a successful skill increase roll means that the expectation is 1.3% with teaching. Presumably, after a Jrusteli Sorcerous Adept has spent Hero Points with abandon to increase a spell skill to 200%, he spends a season or two earning money by teaching the skill to university classes.

However, barring absurdly good teachers, characters will need to resort to Heroquesting, The Jrusteli has stolen access to many of them, but most cultures will have access to the ones they think most important, whether it be "Barntar apologizes to Ernalda and gets permission to use a plow," (+10% Farming) or "Yelm proves his kingship" (+10% Influence). By and large, Heroquest rewards are not dependent on current skill.

This is a hidden advantage of the old cultures over the EWF and the God-Learners; every religious ceremony is a heroquest, and they have the ones they need to improve the skills they most care about.
 
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