[Runequest] Time and Skill Increases in RuneQuest III
ahnen at hotmail.com
Sat May 1 01:13:17 EST 2010
'Logically', it's more barbaric than dog-fighting and poses no threat to the participants...except the captured victim.
It's not worthy of an 'experience' check.
Your powergaming may vary.
Date: Fri, 30 Apr 2010 09:14:47 -0500
From: styopa1 at gmail.com
To: runequest at rpgreview.net
Subject: Re: [Runequest] Time and Skill Increases in RuneQuest III
On Wed, Apr 28, 2010 at 7:24 PM, Wayne Shaw <shaw at caprica.com> wrote:
At 07:59 AM 4/27/2010, you wrote:
On Tue, 2010-04-27 at 13:02 +0800, Gary Sturgess wrote:
> On 27 April 2010 02:16, Phil Hibbs <snarks at gmail.com> wrote:
> > If you want to apply the training mechanic to POW, then there's
> > already a system for training stats. The rules state you can't train
> > POW, but you can ignore that if you want. I wouldn't want to replace
> > "you can't train POW" with "POW is ridiculously easy to train if you
> > have a Disrupt spell".
The training stats suggestion is the right yardstick for difficulty, but
I must wonder whether it is plausible that one's
spiritual/divine/essence connection is something that is trained or
rather experienced through epiphany.
Maybe POW training could consist of going out into the desert and
fasting for forty days and forty nights :)
When I allowed it, I considered it a guided medatation process.
I'm a rules-lawyer player myself, so I tend to want to close every loophole.
As a player, personally I'd capture a trollkin or somesuch, perhaps something unintelligent but aggressive.
Then I'd set up a "fight club", with my well-armored and skilled friends spectating - "I want you to hit me, as hard as you can"...as needed, I'd cast disrupt until I succeeded. Fight over, I step out if I'm still conscious. I wouldn't kill the target (on purpose).
Sure, you can just deny it as a DM, but logically that it's not a stressful situation, nor that as a character I wouldn't feel 'at risk'.
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