[Runequest] Pete's RQ updates & D&D conversion notes

Styopa styopa1 at gmail.com
Tue Nov 5 07:44:09 EST 2013

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 (

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-----
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