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[+]Training and Reward, not Assumed Advancement
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<blockquote data-quote="aramis erak" data-source="post: 9247169" data-attributes="member: 6779310"><p>The only special result truly missing is the impale result. Doubling a hit's damage but losing your next attack or two pulling the weapon free is, while not unrealistic, excessively common. And it becomes more common as skill increases, which is a verisimilitude issue.</p><p></p><p>Crits get more common - both ends - but that's not a huge difference. It's a bit more vague.</p><p></p><p>The personality traits are a difference of note - but the processes of them are firmly grounded in the processes of BRP - opposed rolls resolved in 5% increments, most flavors use starting values for abilities in 5% increments. Use it to raise it.</p><p></p><p>Proceduraly, the only novelties of Pendragon are </p><ul> <li data-xf-list-type="ul">making the experience check resolution annual instead of per session or adventure.<ul> <li data-xf-list-type="ul">Note that BRP 1e was per session</li> <li data-xf-list-type="ul">RQ3 is per adventure.</li> </ul></li> <li data-xf-list-type="ul">using traits/passions to limit or enable specific actions</li> <li data-xf-list-type="ul">using passions to boost skills. </li> <li data-xf-list-type="ul">the switch to figured personal damage modified by weapon from weapon damage modified by character.</li> <li data-xf-list-type="ul">High-but-not-over rolling.</li> </ul><p>The use of up to ±50% modifier increments for difficulty is not novel; Elfquest has mods to -50 for perception and stealth, all in 5% increments, It also has a skill vs skill procedure.</p><p>RQ3 uses attribute × 5% chances for some resistance rolls, rather than the resistance table. Most modifiers are in 5% increments.</p><p>[HR][/HR]</p><p></p><p><strong>Coming back onto topic... </strong></p><p><strong><em><u>RuneQuest</u></em> 3rd Ed</strong> - my introduction to use it to raise it. (A week later, I found ElfQuest used. I have run more EQ than RQ...) Currently referencing the GW version. Pages 19-21.</p><p></p><p>Training in RQ3 takes considerable time - hours equal to current experience %ile. Maximum of 50 hours per week. Maximum of 75%. Provides a 1d-2 increase, and this can be negative.</p><p></p><p>Not all RQ3 skills are raisable by use - mostly academic; these remove the training cap.</p><p></p><p>Research/Self-training/Practice - takes 1 hour per current percent, requires rolling over the current %, and then grants the choice of 1d6-2 or 1 point.</p><p></p><p>Experience checks, on those skills which allow them, require a success in a "stressful situation," then end of the adventure, roll over current % to raise by choice of 1d6 or 3 points.</p><p></p><p><strong><em><u>King Arthur Pendragon</u></em> 4th Ed</strong></p><p>Note: the High-but-not-over is used a lot, since most rolls in KAP are opposed.</p><ul> <li data-xf-list-type="ul">Skills are ticked when a critical success is scored. That's when the d20 rolls exactly the target number.</li> <li data-xf-list-type="ul">Skills can be ticked when the GM allows on a successful check in "time of crisis" or "significant use" (different pages use different wording)</li> <li data-xf-list-type="ul">Skills can also be ticked for use in one of the "solo" activities. <ul> <li data-xf-list-type="ul">Once characters have a manor, the Your Own Land solo is nigh-obligatory; it's run as the first step in Winter Phase.</li> <li data-xf-list-type="ul">the solos generally tick a skill that would be used often but in low stress.</li> </ul></li> <li data-xf-list-type="ul">During the winter phase, roll over any ticked skill to raise it by 1. <ul> <li data-xf-list-type="ul">Any skill of 20+ is still raised on a roll of a nat 20.</li> </ul></li> <li data-xf-list-type="ul">Winter Phase one option from...<ul> <li data-xf-list-type="ul">add 1d6 points to one skill, raising it no further than 15; excess go to another skill of choice also capped at 15, recursive while points remain.</li> <li data-xf-list-type="ul">add one point to a skill to a maximum of 20</li> <li data-xf-list-type="ul">add one point to an attribute not to exceed maximum cultural rollable value</li> <li data-xf-list-type="ul">add one point to a Personality Trait, not to exceed 19.</li> <li data-xf-list-type="ul">add one point to a Passion, not to exceed 20.</li> </ul></li> <li data-xf-list-type="ul">Winterphase, when new glory is finally applied, each 1000 pt threshold crossed gives 1 point to anything but size; it can be size if under age 24. Glory gains can exceed all the above limits.</li> </ul></blockquote><p></p>
[QUOTE="aramis erak, post: 9247169, member: 6779310"] The only special result truly missing is the impale result. Doubling a hit's damage but losing your next attack or two pulling the weapon free is, while not unrealistic, excessively common. And it becomes more common as skill increases, which is a verisimilitude issue. Crits get more common - both ends - but that's not a huge difference. It's a bit more vague. The personality traits are a difference of note - but the processes of them are firmly grounded in the processes of BRP - opposed rolls resolved in 5% increments, most flavors use starting values for abilities in 5% increments. Use it to raise it. Proceduraly, the only novelties of Pendragon are [LIST] [*]making the experience check resolution annual instead of per session or adventure. [LIST] [*]Note that BRP 1e was per session [*]RQ3 is per adventure. [/LIST] [*]using traits/passions to limit or enable specific actions [*]using passions to boost skills. [*]the switch to figured personal damage modified by weapon from weapon damage modified by character. [*]High-but-not-over rolling. [/LIST] The use of up to ±50% modifier increments for difficulty is not novel; Elfquest has mods to -50 for perception and stealth, all in 5% increments, It also has a skill vs skill procedure. RQ3 uses attribute × 5% chances for some resistance rolls, rather than the resistance table. Most modifiers are in 5% increments. [HR][/HR] [B]Coming back onto topic... [I][U]RuneQuest[/U][/I] 3rd Ed[/B] - my introduction to use it to raise it. (A week later, I found ElfQuest used. I have run more EQ than RQ...) Currently referencing the GW version. Pages 19-21. Training in RQ3 takes considerable time - hours equal to current experience %ile. Maximum of 50 hours per week. Maximum of 75%. Provides a 1d-2 increase, and this can be negative. Not all RQ3 skills are raisable by use - mostly academic; these remove the training cap. Research/Self-training/Practice - takes 1 hour per current percent, requires rolling over the current %, and then grants the choice of 1d6-2 or 1 point. Experience checks, on those skills which allow them, require a success in a "stressful situation," then end of the adventure, roll over current % to raise by choice of 1d6 or 3 points. [B][I][U]King Arthur Pendragon[/U][/I] 4th Ed[/B] Note: the High-but-not-over is used a lot, since most rolls in KAP are opposed. [LIST] [*]Skills are ticked when a critical success is scored. That's when the d20 rolls exactly the target number. [*]Skills can be ticked when the GM allows on a successful check in "time of crisis" or "significant use" (different pages use different wording) [*]Skills can also be ticked for use in one of the "solo" activities. [LIST] [*]Once characters have a manor, the Your Own Land solo is nigh-obligatory; it's run as the first step in Winter Phase. [*]the solos generally tick a skill that would be used often but in low stress. [/LIST] [*]During the winter phase, roll over any ticked skill to raise it by 1. [LIST] [*]Any skill of 20+ is still raised on a roll of a nat 20. [/LIST] [*]Winter Phase one option from... [LIST] [*]add 1d6 points to one skill, raising it no further than 15; excess go to another skill of choice also capped at 15, recursive while points remain. [*]add one point to a skill to a maximum of 20 [*]add one point to an attribute not to exceed maximum cultural rollable value [*]add one point to a Personality Trait, not to exceed 19. [*]add one point to a Passion, not to exceed 20. [/LIST] [*]Winterphase, when new glory is finally applied, each 1000 pt threshold crossed gives 1 point to anything but size; it can be size if under age 24. Glory gains can exceed all the above limits. [/LIST] [/QUOTE]
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