[Runequest] Pete's RQ updates & D&D conversion notes
Leon Kirshtein
leonbk at yahoo.com
Tue Nov 5 15:05:02 UTC 2013
I would suggest you use Pathfinder rules and the following classes:
Fighter
Ranger
Barbarian
Rogue
Bard (use the divine version)
Wizard
Sorcerer (as Shamans)
Paladin as a prestige class
Druid as prestige class
Depending on your game, you may want to limit the upper level of advancement to 6th. There is a set of rules to handle it called e6. Google for it. There are also Optional rules for Armor reducing damage instead of just deflecting. You may want to check them out.
LEon
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On Tue, 11/5/13, Alban de ROSTOLAN <aluban at yahoo.fr> wrote:
Subject: Re: [Runequest] Pete's RQ updates & D&D conversion notes
To: "RuneQuest Rules" <runequest at rpgreview.net>
Date: Tuesday, November 5, 2013, 6:37 AM
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
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