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Categories
Discussion
Main - Rune Quest
RE: Language skills
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Author:
Tom Cantine
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Time:
27.01.2003 23:29
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Text:
Hmmm. That's a good point. It does seem a little odd for fluency to continue improving by that model without modification. Still, there's something that seems a little arbitrary about the 2d10+1d12-2 model.
I think my solution would be to call attention to the fact that one can normally only gain an experience check after using a skill in a reasonably stressful situation, and note that once you've reached 30% skill in a given language, most communications will not be stressful, at least so far as the language use is concerned. That is, you may be in a very stressful situation, but knowing that the word to shout is "HELP!" is not going to call for an experience check.
I'd suggest that the only times one qualifies for an experience check with a language are when the language use itself is challenging, such as when you're called upon to testify in court, or to tell a complex story to a difficult audience.
Other than that, I'd say that language only goes up through practice/research, but I'd be fairly liberal about allowing something to count as research. A character who goes to a play, for example, in addition to relaxing, schmoozing with important people and maybe picking up important rumours, should also be allowed to apply the time spent as "research" towards language fluency.
This is sort of related to another house rule I was going to share with you, concerning skill checks. I'll just paste it here:
Problem: Experienced adventurers who reach 125% sword attack are as helpless as new characters when they pick up a mace for the first time. But shouldn’t an experienced warrior have an advantage in terms of balance, footwork, tactics and so forth, regardless of the weapon in hand? Shouldn’t an experienced warrior have a better dodge skill, even if he tends to rely on a shield, simply because he has a better understanding of where blows are likely to land?
Solution: Allow the attack and parry modifiers to improve through experience as if they were skills themselves. They start out as equal to the Manipulation and Agility skills modifiers to begin with, but can improve with experience, although experience checks will be rarer than with normal skills. An adventurer gains an experience check for one of these two skills only if he either fumbles a skill modified by it or if an opponent scores a critical success with such a skill against him. So, to get an experience check for your attack modifier, you must either fumble an attack of your own, or survive a critical hit on you by an opponent. Likewise, a fumbled parry or dodge, or to have your own attack critically parried or dodged, will get you a parry modifier check. Note that this only applies to melee attacks; missile weapon attacks are always modified by the Manipulation skill modifier.
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Message threads
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Author: |
Time: |
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Bjorn Are Stolen
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27.01.2003 15:34
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Tom Cantine
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27.01.2003 23:29
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Bjorn Are Stolen
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28.01.2003 14:32
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Anonymous
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29.01.2003 06:43
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Bjorn Are Stolen
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29.01.2003 23:07
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Tom Cantine
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30.01.2003 04:52
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Peter Beirne
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12.02.2003 21:03
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