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Categories
Discussion
Main - Rune Quest
RE: RE:Lang.skills+skills in general
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Author:
Anonymous
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Time:
29.01.2003 06:43
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Text:
> > 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.
>
> Well, I don't agree here. Since I am a Norwegian, I have
> had the pleassrue of learning two foregin languages englsh
> and some german. I'm allso a teacher, and teach people like
> you
> (-if you moved to Norway and wanted to learn) -norwegian. A
> pedagog whoose name is lost in the mists between my ears
> once launched this mantra; "Learning by doing", a slogan
> that works for both practical and theoretical subjects.
I too have some experience with other languages. I learned French when I was very young, studied Japanese at university and I'm learning Cantonese (a Chinese dialect) from my wife. Yes, learning by doing is definitely the most effective. But I would argue that this is what is reflected by treating language acquisition in RQ as a matter of practice or research, rather than experience checks for this or that particularly stressful usage.
Note that this also fits with your observations of rapid improvement at an early level which slacks off somewhat as fluency improves. By the research and training rules of RQ3, it takes all of one hour for someone with a 1% skill to qualify for an improvement roll. Once you hit 30%, you need 30 hours to improve, and so forth.
> Yes, that is a problem, I was about to make a relatives
> map, like in "those trees of evolution" maps over all types
> of weapons inspired by a system I recall from the RPG
> "Shadowrun", but then I discovered that some weapon skill
> allready was related (all swords, etc.) And then the flaw
> in the system didn't seem that bad.
Except that what I'm talking about is expertise OUTSIDE of those basic weapon types. It makes sense that my warrior character who has 125% broadsword attack would be similarly skilled in scimitar, and RQ3 reflects that. But I think that he should have some minor advantage with ANY weapon, whether it be 2H spear or mace or axe, simply because you don't get to be so expert with sword without learning some principles of general application as well. So even with a 2H spear, he should have a better idea of how to move his feet and spot vulnerabilities in his opponent than an inexperienced peasant also picking up a spear for the first time.
> Hmm, you mean that you have a "Sword attack skill", and an
> "Axe attack skill", and in addition an "attack skill", so
> if you have to pick up a spear, you could add the "attack
> skill" to the spear "attack skill"? (And the same with
> parrying.)
> Could you add it to the other weapons attack skills that
> you had skill increasments with from before as well? If so,
> I think I like it.
Not exactly. You know how every weapon attack skill is modified by the character's Manipulation Skills modifier? And every parry or dodge skill is modified by the Agility Skills modifier? I propose splitting these off into offensive (call it A%) and defensive (P%) modifiers, which start out at the same levels, but are subject to improvement, unlike normal skill modifiers.
Say I have 40% sword attack, with +10% manipulation skills modifier. I go into battle, and I fumble. Somehow I survive. Since I fumbled, I get a skill check on my A%. I make my roll, and roll 3 percentiles for the gain. I now have +13% to ALL my melee attack skills, instead of the basic +10% from my Manipulation modifier. (This only applies to melee attacks, not missile weapons.) I made a very stupid mistake in battle, and learned something that will make me a better fighter in general, not just with sword.
Likewise, fumbling a dodge or parry would mean my P% could improve, making me better at all defensive maneuvers.
Note that A% and P% only go up when the character fumbles, which is a rare event and much rarer as skills advance, or if an opponent criticals. So they aren't going to advance in a disproportionate way, and will ONLY go up through hard-won experience; they cannot be trained. THe only way you can raise a modifier through training is by improving characteristics like DEX and STR, and that's severely limited.
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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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