Advancement in RQ

King Amenjar said:
Is there an official word yet on whether characters who reach 100 or higher always fail their advancement rolls and so are limited to going up by a single point from that point on, or whether 96-00 always counts as a failure, so therefore is successful?

The rules say yuo have to roll over the skill's current score, not your success chance, so I suppose the 96-00 rule doesn't apply.

Note that if you ahve a mentor, and they succeed at their mentoring roll, you get to add their critical chance to your die roll. Thus if you have a mentor with 150% skill, it will be a little bit easier to rise to 115% skill.

Simon Hibbs
 
Don't forget that you have to use these advancement points for stats as well, most notably POW. Once players get a few runes together their skills are unlikely to grow for quite a while while they try to regain the spent POW.

Tbh any powergamer worth their salt is going to get their important skills (personal preference as to what the call 'important') to approx 100% then just up all their stats starting with POW and DEX. This will give them a huge advantage over most opponents of the appropriate skill lvl and only then will they go back to increasing skills.


Vadrus
 
As i've been running a long term RQ2 campaign i'll be using a mix of distributed improvement rolls as rewards , and advancement rolls for spectacular successes and failures with skills (ie crits and fumbles). I will also grant stat increase rolls for Pow when successfully overcoming an opponents resistance, as i like magic rich campaigns.

Finally, I would grant large packages of rolls at relatively infrequent intervals, and only allow one roll/skill at these intervals, to encourage characters to be more multiskilled and less 'class orientated' .
 
zanshin said:
As i've been running a long term RQ2 campaign i'll be using a mix of distributed improvement rolls as rewards , and advancement rolls for spectacular successes and failures with skills (ie crits and fumbles). I will also grant stat increase rolls for Pow when successfully overcoming an opponents resistance, as i like magic rich campaigns.

No one has to overcome an opponents POW though in MRQ, it appears to be a straight roll on the appropriate defensive skill (dodge, resilience, persistance, etc) to avoid the spells effects.

How therefore are you going to award POW rolls?

Not being picky, just interested on how people are going to get round items like this.


Vadrus
 
Is just skimmed a little bit through the MRQ rulebook and I would like to ask if my interpretation of the new learning rules are correct.

E.g.
You are learning a skill through books or teachers. So you have one chance to improve it each 1/10 of the skill counted in days. Does this mean that if you have 50% you can try to improve it every 5 days and if you have 90% every 9 days by at least +1%?
 
Vadrus Wrote:
How therefore are you going to award POW rolls?
Kind of only leaves holydays and Training (How the hell you train in being power 'ful' I shudder to think)
I suppose you could take the hero point approach, and allow a character to spend a point to increase his POW if his Sunspear was used effectivelly.

On the plus side you don't get characters harmonizing every farm hand theycome across just to get a power check... but its only a very minor plus.

Cheers
Paul
 
Another thought on POW gain.. this is a pretty big fudge, but...
When the character makes his Rune Casting roll, if the roll is also under his POW allow a check, though only if the spell was with game/story enhancing results.
 
When a character has his stats increased do the skills that use that stat as a base improve as well? Seems like this would create a lot of paper work for skills based on power since it will be going up and down as characters integrate runes.

Seems like spells that increase or lower stats would have this same effect temporaraly. How was this handled in older versions or RuneQuest?
 
Zotzz said:
When a character has his stats increased do the skills that use that stat as a base improve as well? Seems like this would create a lot of paper work for skills based on power since it will be going up and down as characters integrate runes.

Yes it does. They give that in the example in the book. You sort of have to or the stat increases become much less important. Basically going from 13 DEX to 18 DEX would mean nothing if DEX skills didn't improve. It is a bit of a pain, but wasn't a big deal under the old improvement rules (stat improvment was rareer, so it didn't come up to often. THe exception was POW. THat used to make for reguarl heachaes in RQ2 since POW used to be in every category formula. It wasn't nearly as bad in RQ3).


Zotzz said:
Seems like spells that increase or lower stats would have this same effect temporaraly. How was this handled in older versions or RuneQuest?

THe spells would raise you stats and you would need to figure out the adjustments. While it looks like a pain, and to some extent was, it wasn't too bad, as you could always figure out the effects and note them. For instance, if Coordination Raised your DEX by 2 points, you could worrk out the SR adjustment (if any) add note to add 2% to any Agility, Manipulation or or Stealth skills while the spell was active.

One thing about earlier edition of RQ is that skilled used to be grouped by categories. For instace, Jump, and Dodge were both under the Agility category, and group together on the character sheet. One of the benefits of that was that you could easily adjust several skills at once just by noting what category they were in.

Using the example of Coordination, a player could easily note a +2% to Agility, Manipulation, Stealth, Attack, and Parry skill categories, and be able to modify half his skills without it being a major inconvience.
 
No one has to overcome an opponents POW though in MRQ, it appears to be a straight roll on the appropriate defensive skill (dodge, resilience, persistance, etc) to avoid the spells effects.

How therefore are you going to award POW rolls?

Thats true, but i still am visualising it as one persons magic overcoming another persons, i dont see why that would change from age to age, and there is power on the spirit plane that is attracted to those who use it in stress situations. Its a mechanics issue that doesnt worry me.

I dont see it as unbalancing as it is no different from how it always operated in this past - except the maximum reward is 1 POW rather than 1-3.

By the way, harmonizing farm hands? not a stress situation - no award
 
I don't have any concerns over the rules for increasing POW as they are.

POW is much less important than it used to be. Your POW can be pretty much any level and it doesn't make much differentce to your effectiveness as a spell caster. In fact the only significant effect would be that you'd have fewer Magic Points, but I expect the supplements will give rules for MP storage enchantments, crystals, spirits, etc.

In fact, under the MRQ rules magicians have a sinificant incentive to keep their POW low. The reason is that integrating runes and presumably creating enchantments will cost POW. In previous editions of RQ there was always a tension between wanting a high POW to increase your magical offensive and defensive ability, and wanting a low POW so you would ahve a higher chance to increase POW using POW gain rolls. In the new rules that tension is gone. Havi a low POW turns the character into a POW generating engine, keepi it low by expending the POW on divine magic (if it still works that way), enchantments and integrating runes.

Expect most magicians to sacrifice their POW down to about 5 or 6 fairly quickly, and keep it there.

All of which looks completely mad to anyone used to RQ2 or 3, but there you go.

Simon Hibbs
 
All of which looks completely mad to anyone used to RQ2 or 3, but there you go.

Yup... i dont like handing out loads of pow store crystals etc, so i'll stick with my adaptation.

Others may do as they please :D
 
All of which looks completely mad to anyone used to RQ2 or 3, but there you go
.
Have to say thats my view...

Still, when I start up my Glorantha campaign, looks like I'll be using a RQ2/3 MRQ hybrid.
There some nice touches in MRQ but it doesn't quite gel together as well as the older versions - which hope and suspect will get fixed as they pump out suppliments- but I find too irritating to use as is (I'm a fussy git). Still the older versions of RQ had their faults also. But for the moment I'm clinging on to my resistance table for the moment and making the players suffer the perils of Power aquisistion.

Cheers
Paul
 
zanshin said:
Yup... i dont like handing out loads of pow store crystals etc, so i'll stick with my adaptation.

Nor me, but any shaman, priest or sorcerer is going to have making POW storage matrices or binding enchantments for POW spirits (if they exist in MRQ) a high priority. I think I only ever had one character who had a storage crystal, but all my shaman characters quickly attained 30-40 odd points of MP storage capacity through their personal POW, spirits and their fetch.

Also with these rules, magicians so far have no incentive not to immediately blow 10 points worth of POW on enchantments, and in fact strong positive incentives to do so.

I'm wondering if the supplements will introduce new reasons for characters to want a higher POW though. After all we haven't seen more than a small glimpse of the rules for actual shamans, priests or sorcerers and their specialist magical abilities.

Simon Hibbs
 
I'm wondering if the supplements will introduce new reasons for characters to want a higher POW though. After all we haven't seen more than a small glimpse of the rules for actual shamans, priests or sorcerers and their specialist magical abilities.

The only solid reason for high POW at the moment is Divine intervention.

Haven't got the rules at hand, how is Spirit combat resolved? Isn't POW involved in the contested/opposed/combat roll?

Wonder how long till the companion/Glorantha books rumble off the presses? At least we can then get the big picture.

Paul
 
The only solid reason for high POW at the moment is Divine intervention.

And casting a number of spells in the same combat, unless you are presuming loads of stored pow.

And resisting spells and overloading them by using more pow

And the , admittedly marginal, effect on casting as pow goes down, plus persistence, reslience etc.

I think i would want a high pow character, all else being equal.
 
atgxtg said:
One thing about earlier edition of RQ is that skilled used to be grouped by categories. For instace, Jump, and Dodge were both under the Agility category, and group together on the character sheet. One of the benefits of that was that you could easily adjust several skills at once just by noting what category they were in.

During the playtest, I was in favor for category-based skill default values rather than individual skill defaults, but nobody really cared for this except me :/
 
simonh said:
King Amenjar said:
Is there an official word yet on whether characters who reach 100 or higher always fail their advancement rolls and so are limited to going up by a single point from that point on, or whether 96-00 always counts as a failure, so therefore is successful?

The rules say yuo have to roll over the skill's current score, not your success chance, so I suppose the 96-00 rule doesn't apply.

Actually, there is an explicit mention about characteristic rolls of 96-00 implying an augmentation, so I don't see why it is not the case for skills.

I prefer when similar rules work in similar ways ;)
 
Exubae said:
Haven't got the rules at hand, how is Spirit combat resolved? Isn't POW involved in the contested/opposed/combat roll?

The rules for spirit combat haven't been published yet, but from the preview it looks like spirit combat uses a skill, and inflicts actual physical damage. We'll have to see.

Zanshin, as you say - and as I've alos pointed out - it's actualy Magic Points that are important for most of these things, not POW. Even just given the existing rules any magician character worth having will quickly need to find some method of storing MPs or remain very limited in their capability.

Simon Hibbs
 
Zanshin, as you say - and as I've alos pointed out - it's actualy Magic Points that are important for most of these things, not POW. Even just given the existing rules any magician character worth having will quickly need to find some method of storing MPs or remain very limited in their capability

Sure, magic points, im a long term rq 2 player so I tend to use the terms interchangeably.

POW (not MP :D ) is still a skill determiner.

And lots of characters will use some magic, not just 'magicians' .
 
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