Ash
> > Plus, there's the whole "Simulation vrs narrative"
> argument - I may be
> > better at 16 than my dad is at 50, just because
> I'm a
> > PC-hero and he's not.
>
> But if you're looking at normal people, NPCs you
> meet in the street (or just
> non-weird PCs), then a 40 year old is better than a
> 16 year old, at just
> about anything.
>
>
> > Plus, how old is a "Starting character"? This
> isn't RQ, where
> > you're assumed
> > to be 16 and your starting skills are in the 25%
> range. HQ
> > was written so
> > your character could be any age and still be "on a
> par" with
> > the rest of the party.
>
> And very silly results it gives too, as a result.
> Joe Humakti has a
> backstory saying he's been a mercenary for the last
> ten years - Fred
> Orlanthi was initiated last week and wants to be a
> warrior. And they've both
> got the same sword skill. Right...
>
> No, John's right, we need something.
>
> > > What do people think? Or is ANY single formula
> going to be too
> > > simplistic?
> >
> > A single simple formula would be... a formuale
> would need to
> > allow a fast
> > rise in the early years, then taper off as the
> character gets
> > older. You
> > need Algebra, rather than simple Mathematics,
> probably
> > something like a square- or cube-root function.
>
> I've given up on a formula of any sort, just assign
> numbers to match the
> "standard resistance" table. Keyword ratings around
> the 10W mark for the
> average competent adult, say.
>
> If you want to go the Numbers route, you might
> consider a gradually
> increasing negative augment on all physical skills,
> to kick in at about
> 30-35 or so, that's aimed to more or less cancel out
> key-word rises by the
> time the character can be considered decrepit. That
> leaves them very
> knowledgable, but not a fighter. I'm not up to
> sorting out numbers, but it
> may help.
>
> And yes, a curved graph for keyword increase in the
> first place, not a
> straight line. Possibly with a maximum built in. In
> fact, if you take a look
> at the increase rate you get as a result of the RQ
> Tick system, that'll be
> pretty close.
>
>
>
>
>
>
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