Zipp Dementia said:
Interesting. I compensated for the drop in magic by making healing potions a lot more common and available.
That's probably inspired by my Final Fantasy history ^_^
Similarly, I've made temple healers much more prevalent
Probably inspired by my Dragon Quest history ^_^
The healing points thing is definitely more D&Dish that RQ. Most fantasy RPGs tend to follow the D&D "generic Middle Earth" mold. In old RQ, especially in Glorantha, you usually had an friend, follower, allied spirit, or the local Chalana Arroy healer patch you up.
Zipp Dementia said:
So without Rune Magic, what magical systems were there?
Prepare to be confused.
RQ orginally had two types of magic. Battle Magic and Rune Magic. RQ Battle Magic were mostly minor spells and were the basis for MRQ's RUNE magic. RQ RUNE magic was the basis for MRQ Divine Magic. So in a sense, RUneQuesrt always had "Rune Magic", just under a different name. Many of the spells are the same, and some are fairly similar, but more powerful than their MRQ replacements. The old fireblade and firearrow spells were a lot more powerful than the MRQ versions, and most of the really powrrful Battle Magic spells like Mulitmissle and Fanatacism were dropped.
When RQ3 came out, Battle Magic was renamed Spirit Magic, and Rune Magic was renamed Divine Magic. In addition, Sorcery was added to the mix. Then there were other variation such as Lunar Magic, Dragon Magic, and Dragonewt magic.
RQ derived games like Stormbringer and Call of Cthulhu also had thier own magic systems.
MRQ renamed RQ 3 Spirit Magic (Battle Magic) Rune Magic, and created a new Spirit Magic system.
So, depending on what edition of RQ the people you are talking to are familiar with, the terms such as Rune Magic or Spirit Magic could refer to completely different magic systems.