The Apprentice Wizard in my group has a high Int (5 and probably rising soon) and it seems to me that such a high Int allows him to do better even if untrained than the less bright characters with skills trained and I'd somehow like to make it more worthwhile for the characters who have trained a skill compared to just having a high int, but I'm not sure how best to do it - and preferably in a way as to not make skill checks impossible for untrained low int characters... O_ô
I realize it's a bit counter to the YES approach of the game, but the only obvious solution to me is to add say 2 misfortune or 1 challenge dice to the rolls if you aren't trained.
The probability generator (
http://www.jaj22.org.uk/wfrp/diceprob.html
) gives :
A character with 5 int an 81,25% chance of succes at a one <P> roll,whereas
a character with 3 int, trained and with a specialization has a 79% chance,
a character with 3 int but not trained - 59,4%
an untrained char with 2 Int 43,75%.
Adding an extra <P> for being untrained results in:
The int 5 character having 62,75% chance of success - which is a decent improvement
The int 3 character having 38,3% - which is a bit low and
The int 2 character having 25% - which unfortunately seems way to low to me to be fun for the players
Alternatively I could add the penalty only when it's something that you'd think could only be known if you have experience or training - but that still leaves a high int character being better than an average trained char at stuff like observation and intuition.
What are your experiences and possible solutions to this (if you even consider it a problem)?