Roleplaying began as an offshoot of tabletop wargaming, so it makes sense that early RPGs used character classes. Each character was a unit type reduced to the level of an individual. As more character classes got added, each kludging a new build, it eventually became obvious that we needed a full and consistent skill system, hence the emergence of games like The Fantasy Trip (a sort of halfway house) and then Runequest and GURPS.
Each approach has something to be said for it. Character classes are friendly to new players as they tell you the kind of role you'll be playing. Having a single number for experience level has some advantages too. In Dragon Warriors we used level (well, rank) when resolving fright attacks from entities such as ghosts, on the grounds that a character who has knocked around for a while would be more hard-bitten and resilient than a novice.
Completely freeform systems like GURPS let you spend your advancement points wherever you like. That can lead to some oddities. A highly skilled warrior might have put no points into Will, in which case he's just as easy to scare as the raw recruit. That would be less likely to happen in Runequest because you advance in skills by using them, meaning that a gunslinger, say, will logically pick up all the peripheral skills of the trade -- Ride, Dodge, Scan, Track, etc -- as well as shooting.
Forty years on, games like Apocalypse World use playbooks which are effectively character classes, again helping players to conceptualize their character. I'll admit I chafe at all that special-casing myself, as well as disliking the intrusion of rules constraints on the world. In a Forged in the Dark campaign set in Legend, my playbook says I'm a Dreamer. As far as I'm concerned I'm a knight -- that's the diegetic role I have in the campaign. But Knight is another playbook. It's mildly disorientating, not a big problem, but on balance I still prefer skill-based systems.
Coincidentally, character classes vs skills is one of the topics for discussion on the October episode of Improvised Radio Theatre With Dice. They also seem to prefer diegetic restrictions to rules-based ones, for example the taboos placed on a Storm Bull initiate or a priest of Belkhanu, which are integral to the campaign setting.
All of this preamble is to introduce an article I originally published in White Dwarf issue 49 (January 1984) in an effort to entice D&D players into giving Runequest a try by providing them with the easy-in of character templates. There were some grumbles from readers, as I recall, who thought I was trying to jettison RQ's skills-based mechanics. Quite the reverse.
RUNES IN THE DUNGEON
One of the great strengths of RuneQuest is its system of skills, which players mix and match to create the kind of character they want. But many, particularly younger players, are put off by such complexity. They would rather have the available skills organized into distinct groups character classes, in other words. Here is a variant set of rules for RQ then. All you will need to play it is the standard RQ rulebook.
Rules Changes
Since not all characters can use magic, there is a special POW gain rule: a character gets a chance (10%) of a POW increase roll after any adventure in which he resisted a hostile spell. Magic-users also get the usual POW increase roll for a successful magical attack. Any character can increase his score in a skill by using the skill successfully in a scenario and later making an experience roll in the usual way. However, the character classes restrict the skills in which a character can buy training.
Fighters
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Fighters roll STR and CON on 2d6+6. Only they can buy training in these characteristics.
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Fighters start with all combat skills at 25%, plus bonuses. They can take any two combat skills at 30% plus bonuses. They can buy combat training at the usual rates.
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They start with 2d100+350L* worth of arms and armour, plus 5d20L cash.
Magic-Users
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Magic-users roll POW on 2d4+10. They start with 3 points of battle magic, and get another point each time they make a successful POW increase. They can also buy spells. They cannot use the spells available to thieves.
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Magic-users can wear any armour up to cuirboilli (hardened leather); metal armour would disrupt their spells. Their combat skills start at the usual base chance, plus bonuses. They can use any weapon. They cannot buy combat training except for Quarterstaff and Dagger, both at four times normal cost.
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They can buy training in Sage skills and all Alchemy skills except blade venom preparation. They do not need to pay for associate membership of the Alchemists Guild first.
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Only magic-users can use spell matrices and magical crystals.
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They start with armour of their choice (up to that permitted), a staff and a dagger. They get 4d20L cash.
Witches
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Witches (the term covers both sexes) are a sub-class of MU. A character must have POW and CHA both 16+ to qualify for this class.
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All the above rules relating to magic-users apply to witches also, except that they have access only to the following spells: detect spirit, spirit shield, healing, dispel magic, xenohealing, befuddle, detect magic and dullblade.
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Witches have the following powers of a standard RO shaman: possession of a fetch (all fetches have INT 3d6 and POW 2d6+6), store POW on the spirit plane, special POW increase roll, cure disease ability, return from the dead, and the chance to control spirits.
Thieves
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Thieves roll DEX on 2d6+6, SIZ on 2d6+4 (the usual SIZ roll for RQ characters is now 2d6+6). Only they can buy DEX training.
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Only this class can buy training in the thievish skills. They start at a base chance of 25% plus bonuses in all of these.
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They can wear any armour they want, but anything heavier than cuirboilli imposes a Move Silently penalty. Their combat skills start at the usual base chance plus bonuses – except for Shortsword and Small Shield, with a base chance of 20% plus bonuses. They can use any weapon and can buy weapons training at twice the usual cost with the exception of Shortsword and Dagger training, which are bought at the usual rates.
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Thieves can buy certain spells (they call them cantrips) from their guild: silence, invisibility, speedart and detection blank. These spells are bought at 1½ times the cost listed in RQ and are not available to magic-users or witches. Thieves can buy Sage skills and (from their guild) the techniques of preparing blade venom and systemic poison.
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All thieves make their Defence increase rolls as though they had an INT of 18.
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They start with 1 d100+250L worth of arms and armour, plus 5d20L cash.
Rune Level Characters
When he has POW of at least 15 and three skills at 90% or more, a fighter becomes a Lord. A thief meeting these requirements becomes a Master Thief. Like a Rune Lord in standard RQ, these characters can increase their skills beyond 100%. They also have the advantage that even when their POW is depleted, they resist spells with their normal characteristic POW. They do not get any of the other advantages or responsibilities of a Rune Lord.
When a magic-user (or witch) has a POW of at least 18 and is at 90% or higher in Read & Write Own Language and Read & Write Manuscript (counts as "Other Language"), he qualifies as a Wizard. This is rather like a Rune Priest in standard RQ: the Wizard gets an allied spirit, access to Rune spells, and an easier POW gain roll of (25-POW)x5%, rather than the usual (21-POW)x5%. He has less time to practice his Combat, Stealth and Manipulation skills and cannot now increase these beyond DEXx5%. If they were already better than that, they fall to DEXx5%.
A Wizard can study the Rune spells. He acquires a Rune spell by permanently relinquishing points of POW above 18. Each time an increase roll takes him over 18 POW he can choose to take more Rune magic. if his characteristic POW (not current POW) ever drops below 18 he will need to build it up again before he can use his Rune spells. A Wizard recovers expended Rune spells at the rate of one point per day, at sunrise. Wizards select an element to align themselves with (Earth, Fire, Air, Water and Darkness). This determines the elemental that the Wizard can summon with the runepower spells.
Using the Variant
I envisage all this being used in a medieval-type campaign rather like the usual D&D universe (standard RQ has an ancient world setting.) The cults are much reduced in importance because Wizards, Lords and Master Thieves do not derive their abilities from a cult. Thus you are free to use in your campaign whichever deities and demi-gods (no plug intended) seem suitable. This is particularly useful for Games Workshop's Questworld pack which will be RuneQuest in a gothic/traditional fiction style of fantasy world. It is also useful for those who think the RQ game system is excellent but dislike the bronze age setting of Glorantha, or for those wishing a quick character generation in RQ.
* L stands for lunars, originally the currency of a specific civilization in Glorantha but which became used generically for any coinage in RuneQuest-based worlds such as Questworld.