Toksickburn_at_... wrote:
...
> i
> really liked the RQ experience system with its ticks better.You have the
> possibility to improve your skill,when you have used and succeeded it in a
> stressful situation.The better you are the more difficult it is,to improve
> further.
...
Now, why is that better? Why must a 'stressful situation' be
involved? I suppose it might be argued that this was 'realistic'.
Several objections come to mind.
- In RQ, your skill rating was also (normally) your probability of
success. That rating must therefore be normalized to the range 0% to
100%, which therefore requires asymptotic increase to 100%. In HW,
this is not the case, skills are rated on an arbitrary scale which
can be made conveniently linear.
- It is not, actually, a realistic simulation of how the real world
works. IIRC from the little cognitive psychology I've studied,
ability CAN be rated by the number of times a skill has been used. I
expect Thom could put us straight here.
- How many stressful situations occur between episodes? RQ tried to
be a simulation, so ALL the stressful episodes were played as
adventures. That need not be the case for HW.
- Glorantha is not the real world. Producing 'realistic' rules for
how Harrek improves his abilities is impossible.
- In HW, abilities not relevant to the session are more expensive to
increase. This is analogous to the presence or absence of ticks in
RQ.