CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 18 Between Adventures Q&A

Official Answers by Chaosium


Experience (page 415)

Making an Experience Roll (Page 415)

Third paragraph, second sentence modified to “A modified roll of 100 or more is always a success…” (Part of Second printing corrections)

Does a modified experience roll of exactly 100 result in an increase?

p415 “Making an Experience Roll” says “A modified roll over 100 is always a success”.

p416 “Exceeding 100% in an Ability” says “A result of 100 or higher is always successful”.

Yes. 100 or over is a success.


Experience Between Adventures (page 416)

At the end of each season, an adventurer can select up to four occupational skills and cult skills to get an experience check. These experience checks are resolved at the same time as regular experience checks—if a skill had already had an experience check that season, it cannot receive an additional check through this method.

Example: Harmast is ready to improve more than the skills he’s used successfully while adventuring. At the end of the season, the gamemaster tells the players that they can pick four skills for experience checks.

Harmast’s player looks at his occupational and cult skills and picks the following: Bargain, Cult Lore (Issaries), Manage Household, and Orate. He can make experience rolls for each of these as if he had used the skills successfully during an adventure. Now, Lore skills are not tickable, that is to say not increasable by experience.  So is this an error in the example or is it intended to say that non-tickable skills get training or what? 

The example is in error.


Training (page 416)

To have a chance at improving a skill though training, an adventurer must train with an instructor for an entire season, and can do little else.

Training (page 416)

Does that mean: No adventuring that season? 
No practicing your profession that season? (And forgoing the professional and cult skill improvement chances mentioned in the previous paragraph.)

You can make experience rolls, but you can’t do anything else that would take your mind away from practice.

No practicing your profession, no training other abilities, etc. It’s a full-time regimen of study.

Certainly not adventuring.

As I read the rules, nobody would ever want to take training, as that means you can’t do any adventuring that season, and you even lose the several normal experience rolls you would get otherwise if you don’t adventure during a season. And you only get a training check in one skill out of it, besides having to pay for it. Is my read correct and that was intended, or should this be clarified?

You can train skills you can’t learn from experience. Some of these skills may never come up in a play session. 

You don’t necessarily adventure every season. The gamemaster may tell players that the next game will take place several seasons from the current one, allowing for training. 


CHA Increase and Decrease (page 420)

Second bullet point changed to “Becoming a Rune Master, or shaman in the course of play or…” (reference to God-talker deleted) (Part of Second printing corrections).


Sacred Time (page 420)

Adventurers make, in a normal year, just enough to maintain their standard of living. The Warriors make 60L, the noble makes 200L. 

Then they pay tithes.

Then they pay cost of living. 

Which means they are ten percent short each average year on what they need to pay Cost of Living and have to dip into reserves.

Is that what’s intended?

Yep. Adventurers should always be looking for means of bettering their financial situation, through adventuring, plundering, gaining or increasing their holdings, doing (paid) service for their clan/tribal leaders, and improving their professional skills to increase their chances of getting critical or special successes when performing their year-end income rolls as described in Determining Adventurer Income (page 422). 

The rules don’t call it out (or rule it out), but I tend to allow players to augment those year-end rolls where appropriate.  On 1/10/2019 at 1:05 AM, Michael Cule said:

Can single people without families pay less than the rate of Cost of Living which is supposed to maintain a household?

The rules aren’t that granular, but assume that the standard of living cost applies to the household, even when it’s just one person. 


Effects of Ageing (Pages 81 vs. 425)

On Page 81 the costs of additional experience for an adventurer “for each two-year interval or fraction above age 40 subtract –1 point from STR, CON, or DEX”

On Page 425 an adventurer upon reaching 40 rolls on two tables. As a consequence they might lose STR, CON, DEX or SIZ

Should page 81 be consistent with page 425 in this respect? Also should not the rate of loss be the same, for an adventurer (they differ in the rate of loss)?

The rules for adventurer creation are intentionally more forgiving (and more deliberate) than those for aging naturally over the course of a longterm campaign.

The first method is to allow players to create older characters who are not incapacitated out the door by aging rolls.

The second method takes place after the adventurer may have had ample opportunities to increase characteristics, and emphasizes the encroaching mortality that all humans must contend with.


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