[Runequest] Time and Skill Increases in RuneQuest III

Peter Maranci pmaranci at gmail.com
Tue Apr 27 02:27:31 EST 2010

You allow POW gain rolls for their attempts to Disrupt EACH OTHER?!?

POW gain checks should only be allowed for real life-or-death combat
situations, I thought. Which might describe some intra-party battles, I

But I've always been very tough on insisting that skill and POW gain rolls
can only be acquired through meaningful effort in a situation where the
outcome actually matters. That doesn't apply to training and research, of


On Mon, Apr 26, 2010 at 11:56 AM, Styopa <styopa1 at gmail.com> wrote:

> > Training hours includes skill bonus, doesn't it?
>> Not that I recall.
>> I have always operated that skill bonuses (rather like equipment bonuses
>> or weapon base chances etc) are independent of training skill
>> percentages.
>> YGMV.
> I have a RQ campaign where we didn't have frequent play times and I wanted
> them to advance fairly rapidly so:
> Training d6-1 or 2
> Skill d6 or 3
> Checks are rolled against your basic skill (without mods) and you ADD your
> skill bonus to the roll.  So yes, even if you have 100+ skill chance, you
> always have 4%+ skill bonus (96-00 always fails) to increase.
> one check for a success, two for a special, three for a crit or a fumble.
> This is pretty much everything in the players' favor, throttle down from
> there to taste.
> Plus my players tend to always try to disrupt SOMETHING (even each other)
> so they get just about a POW gain roll every day, which to me is
> staggeringly overpowered (in terms of the stacks and stacks of rune magic
> they can thereby accumulate) but I can't really figure out how to logically
> disable that.
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Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of A Simple Man: http://bobquasit.livejournal.com/
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