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Re: 1/4 eeps per skill limit
Lyle H Janney wrote:
> Well, if something has been adopted as a rule (regardless of whether
> it is setting/campaign/local specific or an actual AQ errata) and someone
> chooses not to comply with it, then they are cheating. Pure and simple.
> Confirmed cheating, once again, is grounds for an invitation to quit the
> club. Enforcement of this will prove how serious we are about it.
>
===Here here to that. Oh, on the note of how to control magic pencils...fairly
easy from the rating standpoint. I think the campaign almost had it at one
point. Institute a rule that all character cards must be initialed by a senior
GM, and said GM can put down the game date/real date this was done. Problem
solved...how? If the campaign becomes as organized as it seems it will be, the
amount of adventures having occurred over a given time will be listed. This is
better seen by example:
Rate 2 Tim is made, game date 1/1/10025. A few months later, a GM finds Tim's
prowess a bit exceptional, and notes his rating is now 25. Hmmm. But wait!
Senior GM Bob signed and dated the card upon creation, and as only 12 adventures
have occured since the game date/real date listed on Tim's card, he's an obvious
fraud. Take him aside and warn him...next time, ban him.
You know, some ppl probably really don't know how to spend eeps correctly,
however. The KPG had kicked around the idea for a time of creating a 'test' of
sorts, required to be a member of the Club. Nothing too tricky, the hardest
question would be something along the lines of:
Warl is a background Warrior character who's been dabbling in magic. He has
Earth as his primary element, and wishes to buy up Mind Twisters from its
current rank of 3. Warl's been savings his eeps for awhile and has 25,000 to
spend. Now, to what rank can Warl purchase that spell group and how many eeps
will he have left?
(300 [base] * 3[out of bckgd] * 2 [dominated element] *2 [double cost group] per
rank) = 3600
4*3600 = 14400. 5*3600=18000 (not enough left)
Therefore...Warl can buy only one more rank of Mind Twisters, and will have
10600 eeps left.
Note, this is an example of (as far as I can think of) the hardest math that AQ
gets.
Oh, wait...if Warl were researching a double cost fire group it'd be more
(grin).
Anyway...
I don't think it's too much to ask that ppl be able to use said math to
play...if not to play, then at least to spend exps....if they can't do it, then
require that a GM assist in their exps expenditures.
Or I'll make my calculator program public domain (heh).
+++
> How 'bout a flat maximum number like 750 (the theoretical max for an
> exceptionally successful adventure), or 1000 (a compromise between
> 1/4 and 1/2)?
>
> Lyle
I like the 1000 exps per adventure rule, or something or the sort. Actually,
if you want to make time more meaningful, make it (thinks) 1000 exps spendable
per month per skill...this helps w/study as well, since a person cannot have
that much study exps, and can therefore always spend their study exps to advance
a particular skill (that they happen to be studying at).
-James