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

From: Leon Kirshtein (leonbk@yahoo.com)
Date: Wed 02 Jan 2002 - 18:35:25 EET


--- Jeremy Martin <vesper@libra.seed.net.tw> wrote:
> 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.

The standard RQ3 rules limit Sorcerors and Priests to
Dex * 5 in most Manipulation and Agility skills. That
may solve your problem. The other posibility is that
you may have too many fighting chances and you may
limit fights or increase other types of interaction.

I believe that there is a rule (RQ2?) which said that
you may not train past a break point (25%/50%/75%)
without getting a check. This helps if your party has
too many training chances.

>
> 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...

There are a number of ways to play a mage. If their
concept is to go in themselves hand to hand than that
is fine. Most player characters I have been playing
with seem to take this approch as well.

> 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 do not limit characters to 100% for non Rune types.
I think that is one of the rules from RQ2 which was
thrown out in RQ3. I find that the difficulty of
making the check once you are at that level is
limitation enough.

There have been a number of suggestions at various
times to limit the number of checks a character may
take, but I find that tends to limit character
development and I like a more Jack of All Trades type
of adventurers than the highly specilized ones (one
dimentional?) which the D&D system tends to generate.

> 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'?

That really depends on the story line I am following.

In most cases the characters do not have time, money
or the luxuary to really stay that long in one place.
But, at the same time in one of my high level
champaings I just gave the characters 2 years for
training and they told me that it is not enough time
to do the stuff that they had planed with the time
off.

> 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.

It seems what you have it just right.

=====
"No good deed shall go unpunished."

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