Quote:
Originally Posted by Kloster
With that level of offensive spells, characters should have an equivalent of defensive spells, and their armor will be well over 6 points (plus 12 for shield).
You're speaking of rune level, which probably means (with the warrior cult you've cited as exemple) iron chainmail (10 AP) plus hoplite shield (18 AP) plus some protection spells (for exemple, protection 4 is not unrealistic) plus shield 2 (not unrealistic considering the level of offensive spells). If you add a couple of POW for armoring enchantments, that would give you the staggering amount of 43 AP, well in line with the damage you've calculated.
Runequestement votre,
Kloster
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As I stated earlier, it depends on where your game is in terms of armoring and whatnot. I play in a game that's more or less RQ3 in a modified Glorantha-like setting (actually based on the old QuestWorld stuff. kinda...). In our game, runemetal is *rare*. Let's face it, given the starting skill levels in RQ3, it's just not that hard, nor does it take that long, for people to qualify for runepriest. You just need some skills at 50% or higher (some 90%s depending on cult), and 10 points of runemagic.
So it's quite common for a relatively beginning level priest in our game to have the exact spells and gear combination I mentioned earlier. My point was that without *any* extra gear, or power spent on enchantment, or heroic level augmentation of your character's stats and bodies, they can achieve the sorts of damage levels I was talking about. If you need to add in runemetal armor with perhaps some armoring enchantment to counter it, that's great! But it does not change the fact that those sorts of damage levels really are "normal" for any RQ3 game that uses standard RQ cults and spells.
You don't need anything but standard RQ3 rules and spells to obtain them. And it's not even difficult to do!