I am somewhat bewildered by anyone wanting to go back to RQ3. Speaking as a longtime player of RQ2, RQ3, the briefly existing RQ4 of the late '80s and early '90s, which I GM'ed, and a house ruleset my group came up with as we couldn't stand either 3 or 4 anymore, all I have to say is that there are reasons why RQ3 died, it was highly problematic. The two worst things were runespells being one use for initiates, which turned using runespells into an ordeal, and the godawful, horrendous RQ3 sorcery system. RQG is IMHO a vast improvement in every way, especially in that the name "runequest" actually means something now. The sorcery system still needs more work, it really isn't very workable as it stands IMHO, but at least it's a big improvement over RQ3. Small fixes, like the one I advocate of only spirit not sorcery spells subtracting from your Free INT, could make it playable as well as interesting. Which it already is, unlike the RQ3 sorcery fiasco.