Re: Rulesy Questions

From: Nick Brooke <Nick_Brooke_at_compuserve.com>
Date: Mon, 15 Dec 1997 12:44:03 -0500



Pekka asked some RQ rulesy questions:

> 1) Skills over 100%. According to the RQ3 manual ... the maximum
> skill value you could have is 100% + the modifier + 6%.

Not quite (unless this is a Finnish thing). To increase a skill above 100%, you have to roll over 100 using 1D100 + your modifier. If you succeed in this roll, the skill increases by 1D6%. The English text reads:

        If an adventurer is 100% or better in a skill, his player
        must roll over 100 on D100 to succeed at an experience roll
        -- remember that the adventurer's skills category modifier
        can boost the D100 result to over 100. This rule applies at
        any time, no matter how much over 100% the skill has risen.

> Sorcery seems to be pretty powerless (at least in the beginning)...
> compared to, say, Spirit Magic. [It] seems to require tons of magic
> points to be of any use, and casting time besides.

This is entirely true. Sorcery is specialised, civilised magic. It's not much use for "casual" sorcerers -- you have to learn oodles of otherwise-useless Magic skills, get a source of additional Magic Points, etc. if you want to be any good at it. A journeyman sorcerer (i.e. a typical PC "Sorcerer's Apprentice") needs friends to survive. And preparation! *Loads* of preparation!! Remember, the MPs used to increase Duration regenerate at normal speed (while the spell is in effect), so if you can cast a spell with Duration +10 or so you can have five or six days' worth of magic simultaneously in effect before you hit your objective. (Or, preferably, half-a-dozen hirelings benefitting  from your spells).

> Why does it look like you have to have 30 mp, enchanted protections
> of a long duration, etc. to be able to deal with a meanest thug? =

Sorcerers don't deal with mere thugs: they hire muscle to do that for them, and pay them with otherwise-unavailable long-duration sorcery spells. Although described as "loners", sorcerers need other people to be viable (outside of their own centres of power).

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Nick
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