[RQ-Rules] [RQ RULES] Gaming system?

From: Jeremy Martin (vesper@libra.seed.net.tw)
Date: Mon 03 Dec 2001 - 17:20:01 EET


The last letter about D&D3 and some d20 material I've been reading has
got me thinking...

I guess most of my problem is that in RQ, everyone by default has to be
a warrior (except maybe the odd Chalana Arroy priestess). With the
group I'm running, there's a lot going on and so they're always out
adventuring. Every week, we seem to be coming back making experience
checks and, since there's pretty much always a fight going on, even our
mages have 60% plus with their weapons.

And with the limitations of spells like Palsy and such, most of our
mages just put Damage Boosting on their weapons and go in, too...

I kinda miss the class distinctions of D&D. ( Don't stone me to death
here...)

I really like the system, but does anyone put a cap on how many exp
checks a character can roll? Do you guys use the 100% max for non Rune
types?

I also just saw a campaign where the GM gave the players 17 weeks for
training. How much time do most of you let your players train between
'adventures'? Granted, it would let the players specialize a character

more... It just seems that there's always a bunch going on in the
campaign I set up - it just logically follows the last scenario.

I'm kind of wandering here - think I'll send this and see what you guys
get from this...

Thanks in advance.

Jeremy


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