Utgardloki
Mongoose
I've been meaning to start this thread for a while. The motivation is that I plan to start a thread on converting D&D classes to Runequest, but in order to do justice, I think I need to go beyond professions, as it were.
I've long been on the record of saying it would be better to instead of having players choose a profession, to give PCs an extra 50 skill points and telling the players to create their own profession with these. Defined professions can be used as a guide, as well as being useful for quick NPCs.
Instead of professions, I intend to use the concept of character "concepts". Instead of giving distinct bonuses, a concept is more of a guide to where to put your character's skill points. Thus, a PC can have as many concepts as they want: a "barbarian" would be a woodsman warrior, while a "ranger" would be a woodsman military warrior.
One thought I had for NPCs would be to define skills associated with a career path, and give a randomly generated NPC 1D10 times 1D10 % skill in these skills. Thus, a randomly generated military officer would have between +1% and +100% skill with a sword, although most would have a low bonus like +25% and few would have a high bonus.
I'm not sure how to handle "naming" groups like "Druids". A "Druid" would be perhaps an "expanded profession". A character would need certain skills to become a "Druid", and would, upon completing the entry requirements, gain access to the divine magic available to the cult. In game mechanics, becoming a "druid" would be like becoming a priest of another cult. Normally, I'd say "druid" is a "profession", but I wouldn't be using that term the way that it is normally used in the Runequest context, so I am kind of at a loss for a good term.
I've long been on the record of saying it would be better to instead of having players choose a profession, to give PCs an extra 50 skill points and telling the players to create their own profession with these. Defined professions can be used as a guide, as well as being useful for quick NPCs.
Instead of professions, I intend to use the concept of character "concepts". Instead of giving distinct bonuses, a concept is more of a guide to where to put your character's skill points. Thus, a PC can have as many concepts as they want: a "barbarian" would be a woodsman warrior, while a "ranger" would be a woodsman military warrior.
One thought I had for NPCs would be to define skills associated with a career path, and give a randomly generated NPC 1D10 times 1D10 % skill in these skills. Thus, a randomly generated military officer would have between +1% and +100% skill with a sword, although most would have a low bonus like +25% and few would have a high bonus.
I'm not sure how to handle "naming" groups like "Druids". A "Druid" would be perhaps an "expanded profession". A character would need certain skills to become a "Druid", and would, upon completing the entry requirements, gain access to the divine magic available to the cult. In game mechanics, becoming a "druid" would be like becoming a priest of another cult. Normally, I'd say "druid" is a "profession", but I wouldn't be using that term the way that it is normally used in the Runequest context, so I am kind of at a loss for a good term.