What exactly do the stats do?????

Skipper

Mongoose
OK, Strength, size, power, and Dex all have defined uses.

Strength = damage and load
Size = hp, dam,
Dex = # of actions
Power = majical limitations


But the rest are all just window dressing. Sure they give a basis for some skill tests, but after a few sessions they can quickly be ignored as skill levels quickly overide the base stats. Heck, if the first four stats listed above are decent, you can pretty much ignore the rest and skills will rise at a very quick pace.

Don't get me wrong, I like a lot of what I see in this set of rules, its just that certain parts of it just don't make good sense. I hear a lot complain about the combat system, but that is one of the things that I like. Its the nagging things that get my attention.

Now I'm not trying to troll, I just want to know if there is something I missed in the read through about stat checks or the like? I'm still planning on buying the Monsters book on payday.
 
INT & CHA are also used by spirits to determine derived stats. Reading the Spirit combat chapter, I was thinking of also giving PC's access to a Spiritual Damage bonus when on the spirit plane [either Discorporate or Questing in person]. Since I haven't seen a Shaman write-up, I'll have to wait to see what is intended there.

Otherwise, Stats seem to be just shortcuts to higher skills.

DD
 
Don't have a skill or ability that covers a particular need? Use a Stat x3, x4 or x5 roll instead. That's how BRP's always done things. BRP has a stat roll system as follows:

STR = Effort (lifting stuff, etc)
CON = Stamina (running flat-out)
SIZ = no associated roll, but used for HP and height/weight calcs
INT = Idea (aha! So that's what that funny symbol means... it's a Rune!)
POW = Luck (phew, just missed)
DEX = Agility (see, I can juggle even though I've no formal training)
APP = Charisma (Oh, go on... you love me really)

This seems to me a more satisfactory way of putting stats to work, and I think its better than having separate Persistence and Resilience skills (although I can see the point to both).

Most importantly though, your stats help you define your character in your own mind - and that's where memorable characters really come from.
 
Skipper said:
I just want to know if there is something I missed in the read through about stat checks or the like?
Well, in play, you can actually make a ton of stat checks as opposed to skills checks, and there CHA and INT for instance can become critical. That all depends on the GM you've got, really.

See, I think RQ is much more about the GM using and tweaking the rules to fit the playstyle than applying some sort of rigid set of RAW*. It's really a different style of design goals than the ones Williams, Tweet and Cook focussed on when writing Third Edition D&D.

* Rules As Written
 
Thats exactly how I plan on doing it too, I was just a littled surprised that the core rules didn't point it out. I have also GM'd too many min max players in my time.

Infact, the biggest complaint I have with D&D3.5 Mark of Hereos and Xendric is that most players are min-maxing magic items (Too many over the top magic items in that system). Then again, in most of the scenarios we've played in those two realms it required min-maxing just to survive. (Sorry about the 3.5 detour)

I really like the individual development that MRQ allows when building a character. That and the gritty feel is what draws me in that dirrection. (Towards MRQ). I've already been talking it up with the local group attempting to draw interest. I hope the following MRQ products live up to at least part of our expectations.
 
Kagan Altar said:
See, I think RQ is much more about the GM using and tweaking the rules to fit the playstyle than applying some sort of rigid set of RAW*. It's really a different style of design goals than the ones Williams, Tweet and Cook focussed on when writing Third Edition D&D.

That's an important insight. One of the advantages of having stat rolls (e.g. DEX x5% to get across a slippery surface) was the flexibility it gave you as a GM. MRQ has substituted that with a few generic skills used in the ame kinds of situations, but as they are skills they've become decoupled from the stats, which seem less important.

I don't think that's a major concern IMHO. The stat roll system was also pretty inflexible in it's own way, but there's nothing to stop you bringing it back, or coming up with a variation on both mechanics.

RQ has always been a very open system, ripe for house ruling and variants to suit a particular setting or campaign and MRQ is just as flexible, if not more so.
 
Skipper said:
OK, Strength, size, power, and Dex all have defined uses.

Strength = damage and load
Size = hp, dam,
Dex = # of actions
Power = majical limitations


But the rest are all just window dressing. Sure they give a basis for some skill tests, but after a few sessions they can quickly be ignored as skill levels quickly overide the base stats. Heck, if the first four stats listed above are decent, you can pretty much ignore the rest and skills will rise at a very quick pace.

INT = Strike Rank (avg INT and DEX) and also the limit to the number of sorcery spells a character can learn.
CON = HP (based off CON + SIZ)

That only really leaves CHA as a throwaway stat - but ain't that always the way. Cha actually seems a little more used in MRQ compared to earlier editions.
 
INT affects sorcery - Sorcerors may not learn more spells than they have INT.

All legendary abilities have minimum Characteristic requisites.

"Scuttlebutt" suggests that Charisma will be equally important to Shamans when the full Shamanic/Spirit Magic thing comes out. (I wouldn't mind betting it is tied into Demonology too!).

POW is still very, very important if you are in anyway serious about magic (i.e. Integrating Runes, Making Enchantments, Manipulating Sorcery).

Also Disease can take 'em away 'til you is, I believe the technical term is, "Deaded!"[/quote]
 
The stats are good for ROLEPLAYING too.
They don´t have to be used with other game rules.
The stats may affect other game rules, but for me they are like Loz said:
Stat x 3, 4 or 5 can be used in a lot of ways.

For instance:
The Athletics skill means for me how good you are in using your STR to do a task, even when you are not soooo strong.
STR means that you may get the task done even if you don´t have a high Athletics skill... use brute force.


Sometimes it is not good to take a game sytem word for word, or use each game stat in the way the game system describes it, but to use your imagination, common sense, and roleplay a situation, without number crunching.

Only my 2 cents


Cheers

Osentalka
 
Elsewhere on this forum I've suggested that certain tests should not be simply a skill test to succeed. For example, lifting a heavy boulder would be a trivial task (no roll required) for a high STR character, would require a Brute Force roll for a character with somewhat lower STR, and would be impossible (don't bother rolling -- you ain't gonna do it) for a character with a STR that is too low.

This could apply to any stat. Some things may require a minimum INT to master.

I think some of the legendary abilities also have stat minimums, so if your CHA is too low, you can not qualify for some of the CHA-based legendary abilities. (The same goes for every other stat.)

I agree that stats don't get enough use in MRQ, but I will make sure that they are important as more than just the starting point for skills.

(For example, perhaps you can add your stat to your roll to determine if you improve your skill. That way high CHA characters not only get an initial boost to CHA skills, but also gain these faster throughout their career. The same applies to all the other stats.)
 
Utgardloki said:
(For example, perhaps you can add your stat to your roll to determine if you improve your skill. That way high CHA characters not only get an initial boost to CHA skills, but also gain these faster throughout their career. The same applies to all the other stats.)

I like this, those with talents in certain areas excel in those areas. It also makes 101%+ skills more acheiveable.

DD
 
There were some references to CON checks in the Cults book preview.

One idea I had to make stats more useful...

Everytime you need a skill check, pick the most appropriate* stat, as well.
Roll vs. the skill on your d100 and simultaneously roll a d20 vs. the stat.
If you get under both, you get a special success.
If you get under stat but not skill, you get a marginal result.
If you get under skill but not stat, you get a regular success.

I'm not sure I like this idea myself, but I keep trying to come up with some way to make the stats more useful, and this is better than some of my other ideas.

*you could mix and match skills with stats, DEX and Bow for a to hit roll, INT and Bow to recognize an exotic bow style, etc, as is usual in some non-MRQ non-BRP games
 
algauble said:
Everytime you need a skill check, pick the most appropriate* stat, as well.
Roll vs. the skill on your d100 and simultaneously roll a d20 vs. the stat.
If you get under both, you get a special success.
If you get under stat but not skill, you get a marginal result.
If you get under skill but not stat, you get a regular success.

Nice in principle, but it means that characters with say a stat of 15 will critical three quarters of the time that they succeed, which seems rather high.

You could use the plain stat as the percentage you roll under to get a crit. This would be more in line with the odds of a crit under the current system, but doesn't scale at all as characters improve their skills.
 
I've never been a fan of Characteristic rolls. So I'm quite happy that MRQ make an extensive use of skills.

I prefer comparing raw characteristic numbers than make rolls.

If one wants to push his limits, I will let him make a skill roll that will modify his stat temporary.
 
Mugen said:
I prefer comparing raw characteristic numbers than make rolls.

If one wants to push his limits, I will let him make a skill roll that will modify his stat temporary.

That makes sense too. For example, yuo could roll apropriate skill, and if you make the roll divide the number you rolled by ten, that the temporary, instant bonus you get to you're stat for that contest.

e.g. Two characters are arm wrestling. Art has STR 13, Bruce has STR 10. The GM rules that the appropriate skill is Athletics: Brute Force. Art rolls 62, which is over his skill of 45% so no bonus. Art rolls 22% which is under his skill of 37%, but the 2 point bonus raises his STR to 12, which isn't enough to win the contest.
 
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