Magic Points and POW stat questions.

nezeray

Mongoose
RQ Newbie here, long time D&D player. :)

Maybe this is a dumb question, but how do you get more magic points or POW points in RQ?

This part of the Rune Magic section confuses me: As you get more runes integrated, your POW stat perminently goes down, yet you have to have a good POW score to have a good supply of magic points. It seems like there should be a way to increase this or store magic points that aren't used on the previous day.

Thanks!

James
 
Or just be careful about how many runes you go integrating?

Magic should always come at some form of cost. I've no problem with POW diminishing as more runes are integrated. Without that to balance the powers rune magic gives, you'll soon have characters rune-stacked and charging round like the Duracell bunny.
 
I figured it was there for balance issue, i just wonder what a "Gandalf" level wizard would be like. A couple of runes, and a ton of spells that use those few runes?

Thanks

james / nezeray
 
I think part of it is that RQ isn't meant to be "high fantasy" like D&D is. Magic is a bit more scarce, and therefor more meaningful to the user. Each rune opens a pathway to several spells, but with the integration also comes a loss of power. So, which runes are integrated and which are turned down becomes a hefty decision. That said, I think there are rules for improving adventurers that include raising attributes. I could be wrong on that, I don't have the book in front of me.
 
I think I was also confused about magnitude. it looked like each spell was magnitude of 1, then you used your Magic Points to make the spell more potent.

Looking over it again, some start off at Mag 1 others up to 5. i can see how a Gandalf would have many Mag 1 spells (with low POW score) while a Big Bad Guy would have one mag 5 damage spell (with high POW).

James / Nezeray
 
First of all, you are supposed to regain your POW with a Characteristic gain roll once it goes down. It takes three improvement rolls to attempt a POW gain roll, so you can attempt one every adventure or so.

After you have brought back your POW to what it was before the rune integration, you can also raise it to above its original level, again with a POW gain roll. This also raises your magic points. Do not become too power greedy, though, because this will hinder your progress in skills, including Runecasting.

Once you are ok with all the runes you wanted, go look for magic crystals. These can store unused magic points, which you can later use to cast spells without losing your MPs. Adventurers usually have one or more such crystals to fuel their spells. Powerful magicians also have allied spirits or familiars that "loan" them their Magic Points for spellcasting. Wizard staves or the like often host an allied spirit in RuneQuest.

Finally, Gandalf uses Sorcery, not Rune Magic, and Sorcery costs much less magic points. A skilled sorcerer can toast a Balrog with a limited expenditure of mana. Ok, it takes a skill of 200% or more in Manipulation, but we are talking Gandalf, aren't we? ;)
 
That information helps too. I just finished reading the other magic types and I agree that gandalf would be a sorcerer.

I'll be sure to have a couple of different spellcasters rolled up for my RQ demos. That way the D&D'ers will be able to see the differences.

One friend of mine looked at the deluxe book and asked, "Where are all of the magic item tables?" :)

James / Nezeray
 
nezeray said:
One friend of mine looked at the deluxe book and asked, "Where are all of the magic item tables?" :)

I have always said that in Runequest all magic items are more unique than in D&D, so no tables. So, as GM, you should create really special longsword which does extra damage to trolls, but also it causes its wielder to automatically attack all trolls in sight if it cannot be resisted (with persistence). Don't just create item longsword+1, that is boring.

Of course, in Runequest it is possible for players to enchant weapons etc. as well.
 
I'm in my first campaign (GMing) of RQ, having run Rolemaster and D&D in the past. It's been a hard transition because I'm having to relearn things. I've been trying to fit a higher fantasy game into an obviously lower fantasy system and have struggled. Still, it's cool to learn and slowly adapt the campaign setting and my GM style to a different way of thinking. All in all I've found I'm happier with the grittier concept. It just takes some adjusting.
 
judas said:
I'm in my first campaign (GMing) of RQ, having run Rolemaster and D&D in the past. It's been a hard transition because I'm having to relearn things. I've been trying to fit a higher fantasy game into an obviously lower fantasy system and have struggled. Still, it's cool to learn and slowly adapt the campaign setting and my GM style to a different way of thinking. All in all I've found I'm happier with the grittier concept. It just takes some adjusting.

This is another difficulty i think we (my group who's looked at the books) are having. They're expecting High magic fantasy, while RQ seems to be lower magic, higher skill use fantasy (more realisting?)

james / Nezeray
 
more realistic and more lethal. fights mean a bit more in RQ compared to D&D because of hit locations and the relatively low hit point values within them. it's not really meant for dungeon crawl/treasure haul campaigns, from what i can tell. i guess you can make any system do most anything with enough willpower, but i wanted something different so i'm relearning how to run a game within this new system. so far it's been a lot of fun and my players have been patient.
 
Just use some more patience and you will be rewarded. Once you get to know the system, RuneQuest can yield much more epic battles than D&D, without losing that "just one missed roll and I am dead" flavour that makes combats so thrilling. There are plenty of dargonkin, fiends and demigods that PCs can fight and defeat once you have learned how to use magic and tactics. And defeating a thing that has ten times your hit points is satisfactory, if you allow me an understatement.
 
be carefull as well. RQ assumes that any fight is serious business. D&D assumes that most fights are there to be won by the PC's. That makes for some nasty surprises.
 
I've just started running my first RQ game and lesson one is 'combat is lethal'. I was running the Rune of Chaos adventure, just as a taster and after just the first encounter the group is battered, broken and bruised. I'm going to have to let them heal up before they'll be in any shape to keep going.

I'm still getting my head around the magic as it does seem quite limited, which is fine and I love having something a bit more gritty fantasy wise.
 
nezeray said:
This is another difficulty i think we (my group who's looked at the books) are having. They're expecting High magic fantasy, while RQ seems to be lower magic, higher skill use fantasy (more realisting?)

But you can have a fighter or thief PC who has access to magic. That's a compensation (if your players really need any). Or a magic-user with a sword. (Sorry if the examples sound old fashioned but I haven't played D&D for about 20 years)
 
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