One of the things that set RQ apart from AD&D was the lack of character classes -- you had sort of jack-of-all-trades characters that were essentially 'adventurers' with a later possible specialization in combat (Rune Lord) or magic (Rune Priest).
MQ with it's 2-3 skill checks xp awards and low starting chances for some skills (especially magic) almost seems like a class system in disguise.
GM: Good job all, you've completed the adventure -- everyone gets 3 skill checks.
Fighter: I take them in War Sword, Resillience and Shield.
Thief: I take them in Dagger, Open Locks and Sneak.
Wizard: I take them in Dodge, Rune Casting and Sorcery.
Cleric: I take them in Mace, Rune Casting and Divine Magic.
Am I off-base here?
MQ with it's 2-3 skill checks xp awards and low starting chances for some skills (especially magic) almost seems like a class system in disguise.
GM: Good job all, you've completed the adventure -- everyone gets 3 skill checks.
Fighter: I take them in War Sword, Resillience and Shield.
Thief: I take them in Dagger, Open Locks and Sneak.
Wizard: I take them in Dodge, Rune Casting and Sorcery.
Cleric: I take them in Mace, Rune Casting and Divine Magic.
Am I off-base here?