For the old schoolers. RQ2 rules questions

Posted this on RPG.net too, but figured this might be a good place too. I just started seriously reading this after getting it not too long ago (I started out on RQ3 originally)


Is there any intended limit to how many cults and guilds you can get credit from, for skill training ?

Can you both draw credit, as well as become an apprentice or mercenary etc, as per the appendix ?

Maybe Im overlooking it, but what exactly does a critical do, except ignore armour, if anything ?

Has anyone thought about ideas like doing away with the total hit points, and running it purely by hit location, as in MRQ ?

Im assuming you get one parry per melee round, but I couldn't actually find this anywhere.

What do you do for persuasion, bluffing and the likes ? Oratory, CHAx5 or something else ?

What is the max limit for Dexterity, through training ? Using a human as an example is it 18 (highest possible roll), or something else ?

Any errata or changes that I should be aware of ?

Maybe its hidden somewhere, but what is a reasonable cost in Lunars, for a room in an inn, and a warm meal ?

How much money can a common, menial worker expect to make in a week ? Same for a simple guard or soldier type

Any ideas, options and houserules to consider ?



Thanks in advance!
 
weasel_fierce said:
Posted this on RPG.net too, but figured this might be a good place too. I just started seriously reading this after getting it not too long ago (I started out on RQ3 originally)

If you are looking at RQ2, then look at the Gloranthan Classics series - they are an invaluable set of books for RQ2 and Glorantha.

Try posting on the RuneQuest Rules site - there's a lot of nerds there. Except, of course, me as I am a casual follower of RQ, not a nerd. Honest.

All answers are in my opinion, of course, and will be disagreed with by a lot of others.

weasel_fierce said:
Is there any intended limit to how many cults and guilds you can get credit from, for skill training ?

Nope, no limits as far as I remember. You can join multiple cults as long as you pay them and follow their restrictions. In RQ2 you even had the concept of Associate Priest which is basically a Priest who gets the spells from a cult but is not really treated as a normal Priest.

Although maybe I am missing the point of the question? What do you mean by getting credit? Guilds will train you if you belong to the guild, but it is difficult to join multiple guilds, unless you are a Thief/Mercenary/Alchemist ...

weasel_fierce said:
Can you both draw credit, as well as become an apprentice or mercenary etc, as per the appendix ?

Yes, you can, but it has to be repaid. Since the guilds and cults tak to each other, you had better pay the debt off quickly. What we used to play was that you had to give half of any income to the guilds to repay the loan. A guild won't give you any more credit until you have paid the first lot off.

weasel_fierce said:
Maybe Im overlooking it, but what exactly does a critical do, except ignore armour, if anything ?

If you hit someone with no armour, a critical does double damage.
If you hit someone with armour, a critical ignores the armour, which is enough, really.
If you critical parry, you block all damage.
If you parry a critical attack, the weapon does double damage, with anything getting through being blocked by armour, but the weapon takes the excess damage as well.

weasel_fierce said:
Has anyone thought about ideas like doing away with the total hit points, and running it purely by hit location, as in MRQ ?

Yes, people have. It's a bad idea. You can have all your locations almost chopped off and still survive. This is good for a PC but bad when it happens to an NPC. There have been many times where we have killed powerful NPCs on total hits, just by wearing it down.

weasel_fierce said:
Im assuming you get one parry per melee round, but I couldn't actually find this anywhere.

You get two Combat Actions, which may be split up as One Attack/One Parry, Two Attacks or Two Parries. There is no Dodge as Defense is the equivalent, but Defense works automatically without an action. Someone with more than 100% can split the attack/parry skill which gives more attacks/parries at a lower skill but without using an action up.


weasel_fierce said:
What do you do for persuasion, bluffing and the likes ? Oratory, CHAx5 or something else ?
It depends. There are Skills such as Orate, Fast Talk, Bargain, Act and Seduce, all of which can be used in different circumstances.

If you want to rally soldiers for one last charge against imposible odds, use Orate. If you want to persuade the guard to allow you through the door because you are a frind of Johnny, try Fast Talk.

CHAx5 can be used in some circumstances.

weasel_fierce said:
What is the max limit for Dexterity, through training ? Using a human as an example is it 18 (highest possible roll), or something else ?

Standard limits to any characteristic are calculated as 7 per D6 with adds up to 6 getting + 1 to the add.

So, a human has 3D6, so max is 3x7 = 21.
A Centaur has 3D6+3 DEX so has a max of 3x7+4 = 25.

weasel_fierce said:
Any errata or changes that I should be aware of ?

The ones in the RQ2 book are quite extensive. Many rules are expanded upon in other supplements. The Companion has some errata, I think.

weasel_fierce said:
Maybe its hidden somewhere, but what is a reasonable cost in Lunars, for a room in an inn, and a warm meal ?

In Pavis & Big Rubble, the costs are:
Room per day:
Common Room Floor 7C
Dormitory 4L
Shared Room 4L each
Private Room 15L


weasel_fierce said:
How much money can a common, menial worker expect to make in a week ? Same for a simple guard or soldier type

I don't know. The RQ3 tables are good nfor this as they are quite detailed.


weasel_fierce said:
Any ideas, options and houserules to consider ?

Just too many to mention. Everyone uses houserules.

Try looking at http://crashbox.com/mailman/listinfo/rq-rules for more houserules than you could possibly ever use.

Anyway, far too much RQ2 info for an RQM site ...
 
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