> Issaries and LM are two cults that shouldn't be fighting (Chalan
> Arroy is another :-) ). they are exempt from fyrd duty, no-one
> expects them to be any good (though they still have their cultural
> 13 at close combat, remember).
> Even travelling merchants are expected to hire roughneck body- and
> caravan-guards, rather than doing it *all* themselves. And it's easy
> enough to boost your close combat by using one of your 1w or 5w at
> character creation time.
>
Indeed, Just as in RQ2 it was possible to create a sword-sage or travelling merchant with Combat skills as high as (or higher!) than those of a mercenary/warrior...
But I think the question was more to do with the help that these characters might get from their gods *in a fight* than their own combat abilities. RQ gave everyone a common core of battlemagic including spells like befuddle and disruption that would at least give your non-physical character a chance of contributing when the chips are down. There are a number of posibilities here
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