Forum > Rolemaster
Stat gain based on skill ranks
netbat:
I have been thinking lately of using the purchase of skill ranks to increase stats instead of the die roll at level-up in RAW. Has anyone else done this or something like it? My initial thought was that each skill rank purchased gives a point towards temp stat increase for each stat associated with the skill. Stat increases cost 1 point plus the current stat bonus per point of temp stat increase. I expect it will slow down initial stat gains some, but I haven't run the numbers yet.
Any thoughts or suggestions? Should I limit it to one point for any one stat for each skill rank or leave it at all three?
Hurin:
Maybe let us know what the purpose/goal is. Why do you want to do this?
netbat:
--- Quote from: Hurin on November 05, 2021, 08:04:37 PM ---Maybe let us know what the purpose/goal is. Why do you want to do this?
--- End quote ---
I have always felt the random increases in stats at level up was too metagame and, well, random. Your average mage levels up and spends all his DP on spells, lore and PP dev(all of which is supposed to be a result of his experience) but strangely his strength goes up by 20? In the real world, the way you get stronger/better/faster is though practice, so I have been trying to think of a way to keep the idea of increasing temp stats up to your potential but making it less random and more tied to practice and and exercise.
I have also been moving away from too many level dependent features in general.
RandalThor:
--- Quote from: netbat on November 05, 2021, 08:23:31 PM ---I have always felt the random increases in stats at level up was too metagame and, well, random. Your average mage levels up and spends all his DP on spells, lore and PP dev(all of which is supposed to be a result of his experience) but strangely his strength goes up by 20? In the real world, the way you get stronger/better/faster is though practice, so I have been trying to think of a way to keep the idea of increasing temp stats up to your potential but making it less random and more tied to practice and and exercise.
--- End quote ---
I like it and it makes a lot of sense to me.
--- Quote from: netbat on November 05, 2021, 08:23:31 PM ---I have also been moving away from too many level dependent features in general.
--- End quote ---
Ultimately, I think RM needs to shed the level-based design, so things that make this seem more and more possible are awesome.
jdale:
I do agree that the stat gains e.g. in RMSS are too random (and also too fast). And by the nature of the stat curves, it's the stats that are worst that improve the most.
RMU gives only 2 stat gains per level, you pick which stat. Generally the player will pick the stats that are most relevant to their skills, so I think it achieves that with a lot less bookkeeping.
Personally I like some randomness. People grow in unexpected and unplanned ways. So I split the difference by letting the player pick one and select the second stat randomly.
If you want to dispense with levels, you could just give a stat gain every 30 DP expended.
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