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Old 03-02-2007, 05:21 PM
Strange Visitor Strange Visitor is offline
Grumpy Grognard
 
Join Date: Dec 2003
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Re: [RPG]: RuneQuest (3rd Edition), reviewed by Lev Lafayette (4/5)

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Originally Posted by Lev Lafayette View Post
People who are reasonably competent with a weapon in RQ3 are <i>everywhere</i> and they're quite capable of killing with one (OK. maybe two) swipes.
I didn't say could; I said would. If every sword blow was an instant-kill, that's pretty compareable to the balance problems that come up with a capable Duration users.

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They are most do in my games and I think they should because, well, that's what the game system recommends to me. Sure, for narrative purposes the PCs will be having their challenging moments with "adventurer" professions and the like, but I'm not having them walk into a normal town where half the population are sorcerers. Distribution of professions does have an effect.
Again, so what? PCs don't find themselves conflicting with a lot of farmers; they don't find themselves having to deal with the craftsmen and fishermen coming after them. By the nature of their actions, they're already preselecting for the most dangerous character types as opponents. And since it needs exactly one opponent (or PC) in a campaign who can do this for it to be a problem...

[q/uote]

Sorcerers can't do that; at least for INT on my reading of the rules (p221-222 Deluxe Ed) and even to act as adjunct INT (not FreeINT) requires and Enchantment ritual; it isn't that easy.

[/quote]

They certainly can for Power spirits, and as I recall, while Int spirits can't modify the Free Int, they can certainly keep spells in them instead of tying up their own Int with it; a sorcerer who keeps most of his spells in Int spirits or matrices has plenty for duration. Nor is Enchantment hard to come by; its no harder to learn than any other spell; it just requires an additional skill and most serious mages will invest some in the ritual skills anyway.

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Very much depends on how you run the game and what you define as "an adventure". Based on the examples given in the text and the RQ3 campaign packs I usually have the PCs have "adventuring" opportunities once or twice per annum or several weeks spare for training outside their normal life experience.
Nothing in the game, however, requires PCs to be anything but freebooting adventurers who do that as a living; and its not hard to make enough money to have plenty of downtime for training.

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Again I agree in principle and partially in substance. Sorcery is largely considered, and correctly, to be one of the more creaky parts of the game; it does push the substance rating significantly towards "4", but because it is <i>relatively</i> minor in importance it doesn't tip it over the edge.
Since the effect of Duration coming up seriously even once can completely destroy the balance of a campaign without any easy way short of major rules twiddling to fix it; and since sorcery is one of the two default magic system for Civilized characters, I think this is incredibly blaise.
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