I have played Runequest 2 in the early years and Runequest 3 for many, many years. I have played Mongoose Runequest recently with a group. Mongoose Runequest is different and plays different. Character creation is easier. However, character creation in Runequest 3 is very realistic. In addition, most characters gets a wide spread of useful adventuring skills in Runequest 3, plus most characters get magic spells to begin with. Characters receive a less well-rounded skill set in Mongoose Runequest. Less characters receive some kind of spell. Characters are more varied, but not necessarily more useful (to begin with) in terms of overall game play.
In addition, in Runequest 3 Spirit Magic (Rune Magic in MRQ) is gained at the player’s decision by going to a shaman and paying to receive a spell. In MRQ, the player must depend on the GM to give him Rune spells through treasure, or by making them available through game play. In addition, a shaman in Runequest 3 has a fetch with a lot of interesting features. Fetches can protect his body while he goes wandering around on the spirit plane and they can be used to bind spirits to the shaman. This is good because in Runquest 3 many spirits are essentially the spells, themselves. Plus, whenever you enter into spirit combat to bind a spirit to you, you have the opportunity to increase your POW. MRQ can give the frustrating feeling of having to depend on the GM to give you things…which is similar in feel, IMO, to Dungeons and Dragons. I always liked Runequest 3 because, if you knew the rules you could do quite a bit…and the GM was more like a referee than a provider.
MRQ combat can be incredibly slow compared to RQ3. For instance, you must go through what used to be one round for every strike rank. This makes battle technically 10 times longer. There are advantages to this. There is more opportunity to interfere with other combat actions…get to dying characters (something very, very important in RQ), and mess up spellcasters who are trying to cast their spells. Also, there are no total hit points in MRQ. Each character/monster has hit points per location. Imagine this. You are fighting a fairly well armored giant. You take out one arm. Then you take out a leg. Then you take out another arm. You keep hacking and hacking at the poor giant and he just never seems to die. We experienced this in a game. You can use precise attack to bypass armor. Ehhhh…okay…but no cigar. I have always thought RQ3 combat was elegant, thoroughly thought out, and reflected real world combat without unnecessary detail. Even before I think of something new to do, there is already a well thought out rule governing that action. It seems very hard to ‘break’ or even to improve the RQ3 combat system IMO.
Sorcery is an entirely different matter. Sorcery can be rather disappointing in RQ3. Sorcerers are much more powerful in MRQ that they are in RQ3. On the other hand sorcerers in RQ3 potentially start with more spells (it depends on how well you roll for age, in this case).
In the end, if I were to merge the two systems, I would simply use the MRQ character creation rules, but I would allow for a few hobby skills at low percentages, and more opportunities for magic (especially magic users).
I would just use the combat system from RQ3, period. There are a few advantages to using MRQ for combat, but for the most part, they do not seem to outweigh the disadvantages.
I would use the Spirit Magic system from RQ3 and retain rune investment through the use of Rune Items (but not make them necessary for casting or learning spells). Rune investment would be a requirement to join certain cults.
I would use both divine magic and sorcery as detailed in MRQ, but it would cost at least one point of POW (or one Magic Point) to cast a sorcery spell.
I would use the RQ3 experience system.
If I did not want to mess around with combining rules, I would not use the MRQ system, but I would certainly use all of the excellent resource materials available for gaming in the Second Age, and for Elric. I would use the RQ3 system for all game mechanics and creature statistics.
If you have played a lot of RQ3 there could be a tremendous amount of difference in feel of play between RQ3 and MRQ. Also, converting characters over from RQ3 to MRQ can be disappointing. This seems to say something right off the bat. However, if you have been playing D&D and you want a better system…I would definitely say go with MRQ. MRQ has a more D&D feel to it and it will probably feel more comfortable and more familiar than playing RQ3 would. By the way…I like the d20 system, have played it, it’s cool…but I like RQ better.
By the way, if Steve Perrin is reading this by any chance, good job...you were way, way ahead of your time, and thank you for an excellent system.
In addition, in Runequest 3 Spirit Magic (Rune Magic in MRQ) is gained at the player’s decision by going to a shaman and paying to receive a spell. In MRQ, the player must depend on the GM to give him Rune spells through treasure, or by making them available through game play. In addition, a shaman in Runequest 3 has a fetch with a lot of interesting features. Fetches can protect his body while he goes wandering around on the spirit plane and they can be used to bind spirits to the shaman. This is good because in Runquest 3 many spirits are essentially the spells, themselves. Plus, whenever you enter into spirit combat to bind a spirit to you, you have the opportunity to increase your POW. MRQ can give the frustrating feeling of having to depend on the GM to give you things…which is similar in feel, IMO, to Dungeons and Dragons. I always liked Runequest 3 because, if you knew the rules you could do quite a bit…and the GM was more like a referee than a provider.
MRQ combat can be incredibly slow compared to RQ3. For instance, you must go through what used to be one round for every strike rank. This makes battle technically 10 times longer. There are advantages to this. There is more opportunity to interfere with other combat actions…get to dying characters (something very, very important in RQ), and mess up spellcasters who are trying to cast their spells. Also, there are no total hit points in MRQ. Each character/monster has hit points per location. Imagine this. You are fighting a fairly well armored giant. You take out one arm. Then you take out a leg. Then you take out another arm. You keep hacking and hacking at the poor giant and he just never seems to die. We experienced this in a game. You can use precise attack to bypass armor. Ehhhh…okay…but no cigar. I have always thought RQ3 combat was elegant, thoroughly thought out, and reflected real world combat without unnecessary detail. Even before I think of something new to do, there is already a well thought out rule governing that action. It seems very hard to ‘break’ or even to improve the RQ3 combat system IMO.
Sorcery is an entirely different matter. Sorcery can be rather disappointing in RQ3. Sorcerers are much more powerful in MRQ that they are in RQ3. On the other hand sorcerers in RQ3 potentially start with more spells (it depends on how well you roll for age, in this case).
In the end, if I were to merge the two systems, I would simply use the MRQ character creation rules, but I would allow for a few hobby skills at low percentages, and more opportunities for magic (especially magic users).
I would just use the combat system from RQ3, period. There are a few advantages to using MRQ for combat, but for the most part, they do not seem to outweigh the disadvantages.
I would use the Spirit Magic system from RQ3 and retain rune investment through the use of Rune Items (but not make them necessary for casting or learning spells). Rune investment would be a requirement to join certain cults.
I would use both divine magic and sorcery as detailed in MRQ, but it would cost at least one point of POW (or one Magic Point) to cast a sorcery spell.
I would use the RQ3 experience system.
If I did not want to mess around with combining rules, I would not use the MRQ system, but I would certainly use all of the excellent resource materials available for gaming in the Second Age, and for Elric. I would use the RQ3 system for all game mechanics and creature statistics.
If you have played a lot of RQ3 there could be a tremendous amount of difference in feel of play between RQ3 and MRQ. Also, converting characters over from RQ3 to MRQ can be disappointing. This seems to say something right off the bat. However, if you have been playing D&D and you want a better system…I would definitely say go with MRQ. MRQ has a more D&D feel to it and it will probably feel more comfortable and more familiar than playing RQ3 would. By the way…I like the d20 system, have played it, it’s cool…but I like RQ better.
By the way, if Steve Perrin is reading this by any chance, good job...you were way, way ahead of your time, and thank you for an excellent system.