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

Peter Maranci pmaranci at gmail.com
Tue Nov 5 08:41:03 EST 2013

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.

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-----
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