James Ruhland
04-04-1998, 05:14 AM
The below is certainly on the right track. However, once a turn might be
too much. Which had me think that perhaps once a year (1/4 Turns) might be
good. But then I had a better idea, which is in some games: Once a turn a
character (including NPCs) can make an improvement roll on a skill they
used that turn. The DM could assign bonuses to their chance of "success" if
they used that skill particularly creatively. This would be a different
kind of "success" test, however: if they *failed* at the roll, the skill in
question would improve by +1.
I.E. let's take this slag who has Administration (12). If he tries to
improve that skill, he needs to roll a 13+ to "succeed" in improving it.
Say he used that skill inovatively, however, so the DM gives him a +2
bonus; he then needs to roll 11+, and if he does, then his Administration
(12) becomes Administration (13).
This makes it harder to improve when your skill level is already high, and
benifits people who start out with low scores, because it is easier to
improve them. And it doesn't "cost" an action.
> Gabriel Eggers wrote:
> Give all
> regents an extra action each domain turn that they remain within their
> own kingdom expressly for the purpose of training in some skill they
> have or for learning a new one. If they go on a diplomatic mission or
> leave their kingdom for another reason they still might be able to train
> in a skill like Diplomacy or sailing if thats what they are doing. The
> only requirement for this is that they have some type of mentor or train
> to help them learn the skill they wish to train in.
> Tell me what you think.
> -Sandsinger, "If that's food for thought, I'm not eating it!"
>
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too much. Which had me think that perhaps once a year (1/4 Turns) might be
good. But then I had a better idea, which is in some games: Once a turn a
character (including NPCs) can make an improvement roll on a skill they
used that turn. The DM could assign bonuses to their chance of "success" if
they used that skill particularly creatively. This would be a different
kind of "success" test, however: if they *failed* at the roll, the skill in
question would improve by +1.
I.E. let's take this slag who has Administration (12). If he tries to
improve that skill, he needs to roll a 13+ to "succeed" in improving it.
Say he used that skill inovatively, however, so the DM gives him a +2
bonus; he then needs to roll 11+, and if he does, then his Administration
(12) becomes Administration (13).
This makes it harder to improve when your skill level is already high, and
benifits people who start out with low scores, because it is easier to
improve them. And it doesn't "cost" an action.
> Gabriel Eggers wrote:
> Give all
> regents an extra action each domain turn that they remain within their
> own kingdom expressly for the purpose of training in some skill they
> have or for learning a new one. If they go on a diplomatic mission or
> leave their kingdom for another reason they still might be able to train
> in a skill like Diplomacy or sailing if thats what they are doing. The
> only requirement for this is that they have some type of mentor or train
> to help them learn the skill they wish to train in.
> Tell me what you think.
> -Sandsinger, "If that's food for thought, I'm not eating it!"
>
> __________________________________________________ ____
> Get Your Private, Free Email at http://www.hotmail.com
>> To unsubscribe from this list send mail to majordomo@mpgn.com with the
line
> 'unsubscribe birthright' as the body of the message.