Tim Baker wrote: ↑
Sat May 18, 2019 9:47 am
Thanks for the quick reply. I'm glad to know that there's a reason my Google-Fu didn't result in any helpful explanations...perhaps there simply isn't one.
Out of curiosity, is it common for a party to have a mix of initiate and rune-level characters?
Is there an approximate combat skills value that you would expect from rune-level characters?
What combat skills value do initiates start with?
More complex questions, let's see how well I can do. My answers are mainly from the perspective of playing RQ3 at university and for a few years thereafter - so 1998-1996ish
It depends. If a campaign goes on for any length of time then yes, some cults are much easier to get to priest/runelord (i.e. rune-level) in than others. Shamans are middling, sorcerors are very slow. This means that some characters will reach rune-status much faster than others.
Indeed, some cults (like Maran Gor) have simple enough requirements that once can start play as a rune-priest, however their magics are usually weaker than those of the cults which are harder to reach rune-status in.
Also, due to the costs (usually Power for spells) of becoming rune-status, a skilled initiate can be more powerful than a new priest.
The requirements for runelord status usually start with 90% in two or more weapon skills. Priest status for combat cults are similar, non combat cults are where it varies a lot. I think assuming 90%+ combat skills for a all-rune-level party is reasonable, 75%+ for a mixed party.
Starting character skills vary a lot with chosen/rolled background, but most parties should be start with 50%+ combat skills, 60%+ for the combat cultists. Non-combat skills are often lower, in that one individual may have a skill at 50% or more, but most of the party may be below 20%.
"If it looks like a duck and quacks like a duck, it might just be a crow".