Accroding to the rules for generating more experienced characters, even the most marginaly "advanced" characters, with only 50 extra skill points, all get 1D3 random runes in addition to those gained from their profession.
This indicates that by the time all your characetrs in your game have gained 50 point in experience then, assuming a group of 4 characters, you'll have obtained around 8 runes. If this is a typical party thats about 1 rune found by the party for every 12 skill points. If we assume a rate of advancement of 1.5% per improvement roll, that's 8 improvement rolls or from 2 to 3 batches of experience rewards.
I know this is extrapolating wildly, but at least it's some kind of point of reference. If adventuring parties typicaly sell or dispose of (because they're chaos runes, are infected by disease, etc) a proportion of the runes they find, then we could be looking at a typical rate of one rune per session.
If a typical oppostion group has a few runes, then we're in ballpark of saying that all is well and you just take the runes you want. However some additional rules for eliminating runes from the game may be required such as that they've got magical conditions on their use, or they disintegrate when their owner dies, or such.
Personaly I don't think it's a big deal. Rune magic is basicaly just Spirit Magic from RQ3, so I'd tend to think of Runes as being just slightly more swanky versions of spell foci from that game. I think most characters will tend to just integrate the few runes that they need to get the magic of most use to them and then leave it at that. However magical specialists may well end up with half a dozen or more integrated runes. In fact the main cost of integrating them will be the POW, not the difficulty in accquiring them.
Simon Hibbs
This indicates that by the time all your characetrs in your game have gained 50 point in experience then, assuming a group of 4 characters, you'll have obtained around 8 runes. If this is a typical party thats about 1 rune found by the party for every 12 skill points. If we assume a rate of advancement of 1.5% per improvement roll, that's 8 improvement rolls or from 2 to 3 batches of experience rewards.
I know this is extrapolating wildly, but at least it's some kind of point of reference. If adventuring parties typicaly sell or dispose of (because they're chaos runes, are infected by disease, etc) a proportion of the runes they find, then we could be looking at a typical rate of one rune per session.
If a typical oppostion group has a few runes, then we're in ballpark of saying that all is well and you just take the runes you want. However some additional rules for eliminating runes from the game may be required such as that they've got magical conditions on their use, or they disintegrate when their owner dies, or such.
Personaly I don't think it's a big deal. Rune magic is basicaly just Spirit Magic from RQ3, so I'd tend to think of Runes as being just slightly more swanky versions of spell foci from that game. I think most characters will tend to just integrate the few runes that they need to get the magic of most use to them and then leave it at that. However magical specialists may well end up with half a dozen or more integrated runes. In fact the main cost of integrating them will be the POW, not the difficulty in accquiring them.
Simon Hibbs