I think I've realised a problem that is present in this verison of RQ but not in others. It's a biggy depending no your playing style. It's a problem in two parts.
Imagine there's a group of four players, and three roll up warriors, and the other character is a merchant. So I'm imagining a 'normal' campaign where's it's not all dungeon crawl and hack n'slash but there'll be a fair wad of combat. The warriors stack up on skills and rock in at 80% ish for their beginning skills.
Because the high skill of starting characters is so high, there's already a sizeable gap in combat skills. Your merchant (and it doesn't have to be a merchant, make him a scholar, a thief, or whatever 'non-warrior' character you fancy - other than a wizard 'cos presumably their concentration on spells will balance them out) is going to have to devote at least a fair amount of points to push him into the 50-60 barrier so that when a fight breaks out he doesn't get turned into pate.
The second part of the problem is even if our merchant does that, he's screwed. As the campaign progresses the warriors will quickly advance (a) higher and higher in their weapon skills and (b) get hold of Metal and Death Runecasting, bung some points in it, and waddle around loaded up on Bldaesharps and wot not. The merchant now has a problem. Without the tick system of original RQ (which was a bit naff, I'm not suggesting bringing it back) when the merchant fights he won't actually get any better because, presumably, he'll be investing his points in mercantile skills (or thief skills, or scholar skills etc...) and won't be spending any on combat (after all, if he was going to spend Hero Points on combat skills he may as well have begun being a warrior). Whereas previously, you'd just naturally get better by fighting. But the GM, to face off the power of the warriors, will have to put in increasingly powerful creatures, which will become more and more unbalanced compared to the merchant.
Quickly, very quickly in my estimation (although I'd need to play a game before I made a final judgement) the merchant will be unable to engage in combat.
But what a bugger! In my imagined 'normal' campaign there should be room for a medley of combat and non-combat characters (although I find a lot of people make combat characters). But, this is RQ and combat ain't quick. So while a combat or two may not be a substantial part of a story in real time a combat may take up a sizeable portion of a game. And this is RQ, we like that type of combat system (or we'd play something else). But this means that the player of the merchant will have to sit around bored as hell for a lot of the time (I've actually seen this in my high level RQ III game where it's impossible for non-combat orientated characters to come into the game for this exact reason).
Either everyone must play combat orientated characters, which is odd considering the list of professions on offer, combat must be quite rare, which is odd considering the amount of space dedicated to comat and the fact that RQ isn't historically a combat-lite game, or have a weaker monster follow every party of monsters around ready to party with the merchant (or thief, or scholar) which is just plain unrealistic.
Imagine there's a group of four players, and three roll up warriors, and the other character is a merchant. So I'm imagining a 'normal' campaign where's it's not all dungeon crawl and hack n'slash but there'll be a fair wad of combat. The warriors stack up on skills and rock in at 80% ish for their beginning skills.
Because the high skill of starting characters is so high, there's already a sizeable gap in combat skills. Your merchant (and it doesn't have to be a merchant, make him a scholar, a thief, or whatever 'non-warrior' character you fancy - other than a wizard 'cos presumably their concentration on spells will balance them out) is going to have to devote at least a fair amount of points to push him into the 50-60 barrier so that when a fight breaks out he doesn't get turned into pate.
The second part of the problem is even if our merchant does that, he's screwed. As the campaign progresses the warriors will quickly advance (a) higher and higher in their weapon skills and (b) get hold of Metal and Death Runecasting, bung some points in it, and waddle around loaded up on Bldaesharps and wot not. The merchant now has a problem. Without the tick system of original RQ (which was a bit naff, I'm not suggesting bringing it back) when the merchant fights he won't actually get any better because, presumably, he'll be investing his points in mercantile skills (or thief skills, or scholar skills etc...) and won't be spending any on combat (after all, if he was going to spend Hero Points on combat skills he may as well have begun being a warrior). Whereas previously, you'd just naturally get better by fighting. But the GM, to face off the power of the warriors, will have to put in increasingly powerful creatures, which will become more and more unbalanced compared to the merchant.
Quickly, very quickly in my estimation (although I'd need to play a game before I made a final judgement) the merchant will be unable to engage in combat.
But what a bugger! In my imagined 'normal' campaign there should be room for a medley of combat and non-combat characters (although I find a lot of people make combat characters). But, this is RQ and combat ain't quick. So while a combat or two may not be a substantial part of a story in real time a combat may take up a sizeable portion of a game. And this is RQ, we like that type of combat system (or we'd play something else). But this means that the player of the merchant will have to sit around bored as hell for a lot of the time (I've actually seen this in my high level RQ III game where it's impossible for non-combat orientated characters to come into the game for this exact reason).
Either everyone must play combat orientated characters, which is odd considering the list of professions on offer, combat must be quite rare, which is odd considering the amount of space dedicated to comat and the fact that RQ isn't historically a combat-lite game, or have a weaker monster follow every party of monsters around ready to party with the merchant (or thief, or scholar) which is just plain unrealistic.