kintire said:
That is certainly true, but the point about a bell curve is that you can have skills across a reasonable range of numbers that are reliable enough to use. With a d% system the range where the skill is really relaible is quite small, compared to the full spread of figures.
Again, the same is true of a 3d6 bell curive. A skill is only "really reliable" when you hit what 65%+, 80%+. That's like 12+ or 14+ in GURPS.
kintire said:
Incidentally, I'd like to mention my respect for atxtg who has given a reasoned response to my actual point.
Uh, thanks, I guess. I'm just disccuing the various bits about rule mechanics in the differenet RPG systems and how they compare.
kintire said:
Not about what you think I'm talking about, clearly. My point there is that the system provides skills that are used only or chiefly for mundane purposes, and you can't blame the GM for asking for rolls on them.
Again, GURPS is no differenet. An example of this is the ability to drive a car. Now neither game is esigned for the haracter t make driving rolls to get back an forth from work each day. If they did, then neither system would allow for a average person to drive very long before failing a roll.Generally, in either system, unless you are Mario Andretti, you are going to fail multiple rolls in a year and either get killed in an auto accident or at least loose your liscense as a reckless driver. THis holds true for anyone who doesn't have at least a 99% (17+ in GURPS) driving skill.
But neither game is expecting the GM to do that. THe drive skill is only uses in tricky situations, like if you are driving at night and you car go over a patch of ice.
Likewise, the same hold true for language skills. A character with a 50% language skill in RQ, or a 10 skill in GURPS is actually incapable of holding a conversation if the GM is holding them to skills rolls. Either is going to miss every other word, sentense, paragraph, or whatever. Instead, what is assumed is that both character get along okay in normal day to day life, perhaps with the occasion language difficulty, but the skill rating is only used in situations where the character need to get a point across or understand somewthing that is really important and does'nt have mucn time to go over it a second or third time, like "Grenade, duck!"
kintire said:
RQIII's magic system has two main problems; systemic, and it doesn't reflect glorantha very well. The most obvious systemic ones circle around the next to dysfunctional sorcery system. Also, however, Divine Magic has serious issues... the spells, with some exceptions, are just not good enough to justify the price involved until they become reusable, and in many cases even then. This means that almost all characters primarily use Spirit Magic until very late in their career. Unfortunately, Spirit Magic is too good for the price you pay, with Befuddle and Demoralise taking someone out of the fight with a single spell. This leads to the world related problem; in Glorantha, and in the RQIII assumption, Spirit Magic is pitched as the weakest tradition, practiced mostly by people who are primitive; and even then more usually as a part of a pseudotheisitic cult with access to divine magic than alone. Actually, it is by far the most powerful tradition, as it gives you access to all spirit magic spells instead of a very restricted selection for a theist, or none at all for a sorcerer.
THe Sorcery system isn't dysfunctional. It works. It just doesn't work that well. THere are some nice ideas in it (it is one of the few systems where a soceror can make a living asting spells. It wise nice to go get a damage boosting spell tosesed on a sword with an exended duration when I expected trouble). The main problem has been the Free INT concept. There are variant rules (Sandy Petersonn Sorcery rules), but the orginal system is flawed. OF course, if you have the Free INT, sorcery starts to become very powerful. THe problems with it most likely stem from it no being used in the main Glorathan settings (Dragon Pass/Prax) unlike Spirit Magic and Divine Magic.
As for Divine Magic not being worth it until spells become reusesable-yeah, so? That doesn't make them worthless. A non-reusable raise dead or arrow trance, divine intervention is still quite useful. In addtion, practiconers of Divine Magic have limited access to Spririt Magic so they aren't missing out in the magic department.
Spirit Magic isn't touted as the weakest of the three anymore. It was the weakest of the two in RQ2, but that was when most battle magic/spirit magic spells had 4 or 6 point limits. Perosnally, I wish they still had those limits (with a skill for Shaman to let them up the limits like by 1 pt per 10-20% or so). A 15 point Bladesharp might be uncommon, but it is a force to reckon with. On the other hand , the casting % are tied to a character's POW score, so after encumberane, Spirit Magic isn't as relaible as Divine MAgic or even Sorcery (once a Sorceror has gotten some experience).
kintire said:
50% is the level you need ceremony and cult skills at to become a Priest. I'd hope a priest was pretty competent at ceremony before being allowed to preside!
I'd
hope it too. I just don't expect it. The 50% limit is the point where a character makes the roll more often than not. THat seems fine for smeome who is just beome a priest.
In the real world, we allow police officers to go around carrying firearms. Now you would think that in rder to walk/drive around carying a deadly weapon society would have very high skill requimenets. Likewise in GURPS a character with even basic fireaems ability is going to at 10+ skill. Yet realw ord data from real word firefires (at ranges of 20 feet or less with little cover and dim lighting) shows hit percentages of about 20% on average. The reason why, it's that stressful.
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