From: apdonsig@watmum.waterloo.edu
Date: Wed 31 May 1989 - 09:56:33 EEST
I have some questions about character advancement (in RQ III). My hope is that other people have either solved these problems or never run into them because of a different gaming style. In either case, I would appreciate any comments or advice.
Most cults seem to have a limited range of cult spirit spells
(3-5 in the magic book). Thus, most initiates can expend POW for
one-use divine magic and learn these few cult spirit spells.
Depending on how often you get POW increases, this could be a bad deal
compared to an individual with the same 'investment' in spirit magic or
sorcery. In my campaign, POW increase roles happened about every three
or four months (sessions were once a week) and initiates did have a
rotten deal. By the way, I found spirit magicians and sorcerers at
equal if different power levels, so initiates seemed the group to
change. Any comments/suggestions/rule changes ?
On a related note, I (dimly) remember a posting (in rec.games.frp)
a few months ago claiming that character advancement in RQ III was
'unrealisticly' rapid and giving suggestions for slowing it. This is
completely contrary to my experience, where skill experience rolls
happened about every month or so and some long (game-time) training
sessions were needed to ensure steady advancement. I would like to
know how other people have structured their campaigns and how well
(or poorly) the experience increase rules have worked.
---
This archive was generated by hypermail 2.1.7 : Fri 10 Oct 2003 - 01:54:04 EEST