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

Sean Foster ebaninth at iinet.net.au
Tue Nov 5 23:14:38 EST 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 don’t 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

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