[Runequest] Pete's RQ updates & D&D conversion notes
Sean Foster
ebaninth at iinet.net.au
Tue Nov 5 12:14:38 UTC 2013
Hi All,
I have tinkering with this idea. Sometime I would like to try it but would
use the e6 rules (D&D only up to 6th level).
http://dungeons.wikia.com/wiki/E6_(3.5e_Sourcebook)
I do not think high level suits Glorantha. Yes Harrek & Jareel are 12th+
level, but you dont want a plethora of them.
From: Runequest [mailto:runequest-bounces at rpgreview.net] On Behalf Of Alban
de ROSTOLAN
Sent: Tuesday, 5 November 2013 7:37 PM
To: RuneQuest Rules
Subject: Re: [Runequest] Pete's RQ updates & D&D conversion notes
Hello all,
If I wanted to run a "Glorantha d20" game, I think I'd reduce the number of
base classes to 5:
-Fighter
-Expert (from Unearthed Arcana)
-Initiate
-Apprentice Sorcerer
-Apprentice Shaman
Then, I would treat Shaman, Sorcerers, Priests and Runelords as Prestige
classes.
Le Lundi 4 novembre 2013 22h41, Peter Maranci <pmaranci at gmail.com> a écrit :
My conversion notes are much less ambitious; I'm just trying to help D&D
gamemasters make use of the RQ/BRP/D100-related material on my site. I don't
think that Feats come into that, thank goodness! They're so cludgy.
->Peter
On Nov 4, 2013 3:44 PM, "Styopa" <styopa1 at gmail.com> wrote:
For those not sure what he's talking about, the D&D3.0 SRD is here
(http://www.opengamingfoundation.org/srd.html) and the feats list is here
(http://www.opengamingfoundation.org/srd/srdfeats.rtf).
Honestly, I'd say feats are either VERY simple to convert, rationalizing
them to % from d20 as an innate character natural benefit (Alertness feat
normally gives +2 on listen/spot checks; in RQ I'd say it's 'Keen Senses'
+10% to the same; Brew Potion feat just gives the RQ character some basic
skill at Knowledge (Alchemy)), systemically impossible (Heavy Armor feat,
for example, exists in D&D *solely* to prevent mages from wearing armor -
clearly, that's not what RQ's about...), or silly (Empower, Maximize Damage,
etc.).
There are some boundary-cases like Cleave; one could argue it's a 'special
mighty blow' technique I guess - that I frankly find silly to my
simulationist ethos, and would just disregard to the great wails and
gnashing of player-teeth.
I can't say that I've migrated all that many characters from D&D to RQ -
this has only ever really been a thought-exercise. By the time they're
leveled-up enough to make the transfer challenging, they're so intrinsically
wedded into the D&D level-based system that transfer to RQ is practically
crippling.
OTOH, I *do* cheerfully use D&D modules in my game, as my players enjoy
classic dungeon crawls. I contextualize to RQ setting thematically, of
course, and then technically (in treasure, for example, gp = silver pennies,
potions are largely left unchanged, other magic items are converted to MP
crystals or comparable items (a +1 sword becomes +1 damage, +5% to
hit/parry, etc)) and winging it madly as far as encounters, either scaling
them approximately to RQ (ie a room of 16 orcs might end up being a
half-dozen broo as numbers are SO much more weighty in RQ) or just leaving
them as-is (a tomb with 10 skeleton guards in RQ is scary, compared to a D&D
walk-in-the-park challenge).
Shrine of Tamoachan, Rahasia, Tomb of Horrors, yes, even the Barrier Peaks
were great fun.
Ravenloft - as an RQ adventure - will be amazing when they stumble onto it.
On Mon, Nov 4, 2013 at 2:17 PM, Leon Kirshtein <leonbk at yahoo.com> wrote:
With D&D3.0 and Pathfinder rules, conversion to RQ is both easier and
harder. Easier in terms that the systems are a lot more skill oriented, and
thus easier to convert, but at the same time Feats and certain class
features may prove to be a lot harder to handle.
Has anyone looked into that?
Leon
--------------------------------------------
On Thu, 10/31/13, Peter Maranci <pmaranci at gmail.com> wrote:
Subject: [Runequest] Pete's RQ updates & D&D conversion notes
To: "RuneQuest Rules" <runequest at rpgreview.net>
Date: Thursday, October 31, 2013, 1:33 PM
I've posted a lot of
updates to the site over the past few months, including new
up-to-date HTML versions of the Found Items, Magic Items,
and Chaotic Features sections - 1,469 entries in all.
http://runequest.org/chaosproj.htm
I'm considering posting epub versions as
well, for mobile devices and offline use.
Although most of the entries are pretty
generic, I wrote up a quick RQ to D&D guide - not to
convert campaigns, just to help D&D GMs make easier use
of the more RuneQuest-specific items. I haven't played
D&D in a very long time, though, so if anyone happens to
notice anything that's wrong or could use clarification,
please let me know.
http://runequest.org/rqtodd.htm
->Peter
-----Inline Attachment Follows-----
_______________________________________________
Runequest mailing list
Runequest at rpgreview.net
http://mail.rpgreview.net/mailman/listinfo/runequest_rpgreview.net
_______________________________________________
Runequest mailing list
Runequest at rpgreview.net
http://mail.rpgreview.net/mailman/listinfo/runequest_rpgreview.net
_______________________________________________
Runequest mailing list
Runequest at rpgreview.net
http://mail.rpgreview.net/mailman/listinfo/runequest_rpgreview.net
_______________________________________________
Runequest mailing list
Runequest at rpgreview.net
http://mail.rpgreview.net/mailman/listinfo/runequest_rpgreview.net
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://rpgreview.net/pipermail/runequest_rpgreview.net/attachments/20131105/f847ff6d/attachment.htm>
More information about the Runequest
mailing list