Much of the information about RQ IV or RQ: AiG is dated but below is the summary by one of its creators.
The Summary
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COVER
INTRODUCTION
CREATING AN ADVENTURER
Characteristic Increase - characteristics can increase to half again the original value, or species maximum (generally 21 for humans). The STR, CON, SIZ limitation is no longer in effect. Why? Simplicity and realism.
Damage Bonus - this is now a single value that is added to or subtracted from weapon damage dice rolls. STR + SIZ = 16 to 20 is -1, STR + SIZ = 21 to 25 is 0, STR + SIZ = 26 to 30 is +1, STR + SIZ = 31 to 35 is +2, etc.
Skill Category Modifiers - the calculation of these has been considerably simplified. For example, the Communication Skills Modifier = APP + INT -20.
Move - a Move score now exists, equal to (SIZ + DEX)/5 for humans. Why? It allows for some variation in human speed, based on quickness and length of stride.
Character Generation - background information on four areas in the region of Dragon Pass: Sartar, the Lunar Empire, Pavis and Prax, as well as profession templates specific to those areas, allow players and gamemasters to generate characters with magic, skills and possessions appropriate to these areas, and provides information on the history, culture and people of each region. Additional templates allow for the generation of characters from other regions, or the generation of unusual characters. A Renown system allows gamemasters to track how well known players become. The system is not as linear or dependent on age as the RQIII system, so all elderly farmers are not necessarily weaponmasters and skillmasters, and older adventurers do not automatically outshine younger ones.
GAME MECHANICS
SKILLS
Skill Difficulty - skills can now be Easy, Medium or Hard. In general, a hard skill takes twice as long to learn as a Medium one, while an Easy one takes half as long. Why? A simple way to point out that some skills are easier than other. The crossbow is an easier weapon to learn than the bow. It also allows for lore skills of narrow scope, which are easier to learn than harder ones.
Subskills - to allow players and gamemasters some control over the extent of skill proliferation they desire, skills are organized into skills and subskills. Thus, Sleight has the subskills Juggle and Pickpocket; Stealth has the subskills Hide and Sneak. If you want to run a character that can do both parts of the skill equally well, or don't think that level of detail is necessary, use the main skill. If you want a character that knows how to juggle, but knows nothing about picking pockets, you could learn only the Juggle subskill. Subskills are easier than the main skill they belong to.
TIME AND LEARNING
Spending your time - the rules now provide for a means for characters to spread their time among jobs, duties, practice, training, research, or socializing, each with attendant benefits. Socializing gains friends and allies, which can be even more helpful than mastery of a weapon skill in a sticky situation.
Skill Training - the training rules and calculations for training time have been simplified and streamlined. Time is calculated in days of training instead of hours.
Characteristic Training - a system which is simple, yet makes extraordinary characteristic gains more difficult than initial gains has been put into place, to both simplify the process and make it more realistic.
COMBAT
Melee Round - the melee round has been more clearly structured, and includes a new movement system. The changes are intended to make combat less confusing, less prone to artifacts, and quicker to run. A number of combat options allow characters a wide range of choices, but combat is structured so that this variety does not slow things down.
Armor Values - armor values have been reduced (to RQ2 levels), to both simulate the partial armor worn in the Dragon Pass region and to make fighting in little or light armor a more reasonable (and realistic) option.
Weapon Values - weapon damage values have been simplified, generally to values of 1D4, 1D6, 1D8, 1D10, 2D6 or 2D8. This is meant to simplify and speed the calculation of weapon damage, particularly for gamemasters.
Hit Locations - a single hit location table is used for all attacks, which simplifies combat, particularly for new players and gamemasters. The separate melee/missile tables will be included in an appendix for those that don't mind the added complication of using them
Hit Points - death now occurs when one has taken twice their total HP in damage, or three times the hit points in their head or chest. Thus it is still possible to kill someone with a single, spectacular blow, but more difficult to die from a number of small wounds. It is easier to knock someone out (they go unconscious once they have taken their total HP in damage) without killing them accidentally.
Spirit Combat - the mechanics of spirit combat are now integrated with the melee round, so that a battle involving physical and spirit attacks can easily be run.
Special Successes - a special success with a parry now has an effect, doubling the weapon's parry AP. Any kind of weapon that achieves a special success on an attack does double weapon damage. Optional additional special effects for impaling, crushing and slashing weapons exist as well.
Special Weapon Tactics - a number of special weapon tactics, typically the provenance of weaponmasters and the fighting cults, now exist.
Special Combat Rules - a set of spot rules covers the unusual situations that may arise in combat (mounted combat, flying, cramped quarters, etc.).
THE NATURAL WORLD
ECONOMICS
THE WORLD OF MAGIC
Based on the feedback we've gotten, we will probably split this chapter into two or more parts, one dealing with basic mechanics and spirit/cult magic, the other dealing with enchantments and magic items. The general term for spirit/cult magic will probably change from battle magic to personal magic. Some specific changes are detailed below:
Attack With MP, Defend with POW - spells now use a character's current MP to attack, but attack against POW (that is, all characters resist spells with their POW, not their MP). Why? Primarily to make characters less dependant on MP storage items. You can now safely cast a spell or two and not leave yourself magically undefended if you lack MP storage.
Spirit/Cult Magic limits - it is now considerably more challenging to gain access to large spirit/cult magic spells. A Bladesharp 8 is now a very rare spell. The mechanics of this are fairly straightforward - it takes a shaman longer to find larger spirit magic spells, which means you must seek long and hard and pay dearly for the privilege of learning a large spell, while divine cultists are limited in the size of the cult spells they can comprehend by the depth of their initiation into the cult and the importance of the spell to their god.
Spirit/Cult Magic casting - the chance to cast a spirit/cult magic spell is POW x5. Characters may elect to have favored spells, whose casting chance is POW x6, but must select a spell that they do not use as often (casting chance POW x4) for each such favored spell. Spell casting range is always equal to POW x5 in meters.
Spirit/Cult Magic spells - these have been expanded and corrections have been made to a number of spells.
DIVINE MAGIC
Temple sizes - temple sizes have been adjusted for Glorantha.
Divine Intervention - the most common effect of divine intervention now allows characters to manifest a portion of their god's power, and draw upon their link with the god to cause magical effects appropriate to the god to occur. The effects can be devastating, but so is the cost.
Cults and pantheons - eight different pantheons and cults from each pantheon, including many previously unpublished cults (such as Danfive Xaron, Deezola, Jakaleel, Hwarin Dalthippa and Pole Star) are described in a capsule format that includes information on the worshippers that belong to the cult, skills and duties special to the cult, and what cult and divine magic is available to the cult, as well as providing background information on each cult.
Cult Magic spells - some of the unique cult magic spells which only members of certain cults have access to are described.
Divine Magic spells - corrections have been made to a number of spells, and a number of divine magic spells have been added.
SPIRIT MAGIC
Spirit Magic - some of the unique spirit magic spells which only shaman have access to are described.
Shamanic Traditions - a number of shamanic traditions are described (including the Kolating, Black Fang and School of Red Masks), with information on their followers, favored spirit magic spells, favored shamanic abilities, and taboos.
Shamanic Abilities - shaman now function differently. To summarize, not all shaman have the same shamanic abilities (second sight, discorporation, possession, spirit trapping, mind expansion, etc.). What abilities a shaman will have will depend on the abilities available to the shaman's tradition, and the focus the shaman chooses to take. A shaman may specialize in hunting and trapping spirits, in casting spirit magic, or discorporating and possessing others. Their abilities increase as their fetch grows.
Finding Spirits - A simpler and far more convenient system by which shaman can seek and find spirits is described. The larger the spirit sought, the greater the investment of time on the shaman's part required.
SORCERY
Schools of Sorcery - a number of schools of sorcery are described (including the God Forgot, Black Arkat, Trader Prince, Carmanian and Dying Moon schools), with information on their students, duties, saints, and the sorcery spells and manipulations available to them. Schools have unique spells and manipulations that they jealously guard.
Sorcery spells - sorcery spells have been divided into Low Magic spells (available to any student of sorcery) and High Magic spells (whose teaching is carefully guarded). The spells have been rebalanced and a number of additions, changes and corrections have been made to bring them in line with the effects of Gloranthan sorcery.
Familiars - familiars are now created differently. Briefly, their creation now involves the sacrifice of POW, not other characteristics, and they may take on a variety of forms, including animated or inanimate objects or enchantments.
CREATURES
GAMEMASTERING
THE WORLD OF GLORANTHA
APPENDICES
These are not yet complete, but will include a character sheet,
information on converting characters and scenarios, optional rules,
and an index.
| Copyright © 1995 by Michael Derry, derry@jugenstil.com | Updated December 22, 1995 |