TheCreated said:
I'm one of the crowd that dislikes the new incarnation of D&D and is looking for something different. I'd like to change to a skill based, grim n gritty RPG with a general low-magic feel. It should be playable without miniatures and the PCs should not be equipped with super powers as I prefer a realistic approach.
Grim and gritty with low-magic and no super-powers sounds like RQ.
TheCreated said:
From reading some reviews on rpgnet, I get the impression that RuneQuest might be just right for my tastes. I have been skimming through the SRD and like what I see, but I still have some questions, maybe you could help me with those:
Sure ...
TheCreated said:
- Do RQ fights need miniatures?
No. I haven't used miniatures in RQ for over 10 years. Sometimes it helps to see where things are, but a piece of paper with the opponents roughly sketched out does as well. You still need to know if you are close to someone else or if you have a good line of sight for missile spells, but you really don't need miniatures for that.
TheCreated said:
- What is the general feel of playing RQ compared to D&D 3.5 or 4e? How powerful are the characters, what is the feel of magic or magic items?
The general feel is that PCs are not restricted by class in what they can and cannot do. They are still restricted in certain things because of cult/background, but this is more of a "you shouldn't do that" rather than "you can't do that".
Characters are as powerful as you want them to be.
For example, in Second Age Glorantha, one of the current settings, there are people who can turn into dragons, which is quite powerful, and a wizard who can sink a whole land, but he is more of a demigod. In Elric, the albino antihero Elric is a master sorcerer who can summon up demons and elementals and has a sword called Stormbringer that can kill deities.
However, realistically, RQM (Mongoose RQ) PCs are very unlikely to get that powerful.
Also, in RQ, everything is dangerous. Because of critical hits, even weak NPCs can get a lucky shot/blow in and take an experienced PC down.
Magic is personal and normally affects the caster or one target. You don't get many area effect spells and very few crackle-zap spells. In Glorantha, Rune Magic can be learned by anyone, Divine Magic is learned by people who worship deities in cults, Sorcery is learned by people who can manipulate the very energy of the world and Dragon Magic is learned by dragon mystics who prefer not to cast their own spells and pollute themselves spiritually.
Magic is normally limited by skill (sorcery/Divine Magic) or by the number of points you have in the spell (Rune Magic / Divine Magic). In the case of Divine Magic, it is further limited by the amount of POW you have, but people tend to houserule that to make it more powerful.
You learn spells from people you know or from organisations/cults that you belong to. Not everyone has the same magic and cults/societies have different magic that reflects the powers/abilities of the deity/founder concerned.
Magic items can be whatever you want. Some people like having lots iof minot magic items, some GMs hate magic items and hardly ever have them. Many magic items can be created by PCs or NPCs, many just exist, for instance there are different types of magic crystal. Normally magic items boost a skill, grant a spell or ability or provide some kind of magical boost. They are generally personal and you rarely get a magic item that has game-shattering potential.
Magic Items are not class-restricted in the same way as in D&D, so anyone can use a magical sword or ring. Some items are restricted to certain cults or races, but that's an individual property of that particular item rather than a general property of all similar items.
TheCreated said:
- How complex are fights compared to these systems? How many rounds does an average fight last? Is it longwinded and overtly complex or quick and deadly? I obviously prefer the latter.
I haven't played D&D for 20 years, so I am speaking from memory, but combat is different from D&D. If you go toe-to-toe then combat is different than if you use missile fire or use different tactics. You get bonuses/penalties based on your relative position to your opponents and generally the bigger/stronger you are the harder you hit and the more damage you do. Combat is based on individual skill, strength, equipment and ability rather than on Level. Tactics sucg as Legendary Abilities can open up com bat, as can the use of magic.
I don't play RQM, preferring to use RQ3, but combats in our game typically last up to about 10 rounds. The last combat we had lasted 4 rounds and ended with an arrow through the skull for a PC.
Combat can be longwinded if you have very many combatants and use a lot of tactics, but if the GM is organised and the players know what they are doing (I wish) then combat can be quick.
As mentioned above, combat can be dangerous even when fighting weaker NPCs. Because of criticals, a weak NPC can still do enough damage on a lucky hit to take out a location and disable or even kill a PC.
Fortunately, healing is readily available in many forms, including personal magic, magic items or as a buyable commodity, so death and disfigurement is rare, if that is they way the GM likes to play it.
TheCreated said:
- Is there a strong focus on balance concerning the PCs?
Yes and no.
Everyone starts off with the same number of points to allocate to a PC, GM permitting. However, the starting prodessions are not particularly balanced and the resulting PCs are not particularly balanced. Since skills increase through Experience Points and everyone has roughly the same XP gain per session everyone increases at a similar overall rate. Some PCs increase key skills faster at the expense of others, but that is a matter of personal taste.
However, magical PCs have an advantage over non-magical ones in that they have spells that they can use. This isn't an overwhelming problem as most PCs can get access to magic - you don't have to be a Magic User to use magic.
Character races/species are not at all balanced. Some are strong and some are weak. Some have powerful cults and some have weak cults. The balance is in the playing.
But, you don't get the dominant all-powerful half-elf multi-class PC in RQ.
TheCreated said:
I'd also be interested in general suggestions when changing from D&D to RQ, e.g. how the RQ mindset is different and what I should look out for.
RQ has no Character Classes. This is a big change in mindset. Someone can be a fighter and also be magically powerful. Someone else can be a sneaky, backstabbing thief and a good healer.
RQ has no Alignment. This is also a big change in mindset. If you meet an orc, you don't know if he's a nice orc or a nasty orc. PCs can be good one day and bad the next, as can NPCs. You are not required to act in a certain way, except if you belong to a cult in which case you should try and act as the cult/deity, so if you belong to a pacifist healer cult then you should be a pacifist healer, if you belong to a violent rapist cult then you should play a violent rapist. And, yes, there are both types of cult in Glorantha.
Typically, in RQ everyone is an adventurer and has almost total freedom over how the PC evolves. I like the idea of professions and sometimes a PC is moulded by his/her current profession, so you tend to go in a certain direction, but that can change at any minute.
Combat can involve many different tactics and thus a lot of thinking can be needed. It is sometimes better to blast an enemy with missile fire rather than slug it out in hand to hand. Not every encounter automatically results in combat and not every potential threat is an enemy. It is easy in RQ to talk your way out of a situation using a skill or simply through roleplaying.
I can't think of any other major differences in mindset, but I am sure there are loads. No doubt you wil get a lot of answers as this is the kind of thread that attracts opinions, which is good.