<p dir="ltr">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.</p>
<p dir="ltr">->Peter</p>
<div class="gmail_quote">On Nov 4, 2013 3:44 PM, "Styopa" <<a href="mailto:styopa1@gmail.com">styopa1@gmail.com</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">For those not sure what he's talking about, the D&D3.0 SRD is here (<a href="http://www.opengamingfoundation.org/srd.html" target="_blank">http://www.opengamingfoundation.org/srd.html</a>) and the feats list is here (<a href="http://www.opengamingfoundation.org/srd/srdfeats.rtf" target="_blank">http://www.opengamingfoundation.org/srd/srdfeats.rtf</a>). <div>
<br></div><div>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.).</div>
<div>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.</div>
<div><br></div><div>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.</div>
<div><br></div><div>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).</div>
<div><br></div><div>Shrine of Tamoachan, Rahasia, Tomb of Horrors, yes, even the Barrier Peaks were great fun.</div><div>Ravenloft - as an RQ adventure - will be amazing when they stumble onto it.</div><div><br></div><div>
</div></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Mon, Nov 4, 2013 at 2:17 PM, Leon Kirshtein <span dir="ltr"><<a href="mailto:leonbk@yahoo.com" target="_blank">leonbk@yahoo.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">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.<br>
<br>
Has anyone looked into that?<br>
<br>
Leon<br>
<br>
--------------------------------------------<br>
On Thu, 10/31/13, Peter Maranci <<a href="mailto:pmaranci@gmail.com" target="_blank">pmaranci@gmail.com</a>> wrote:<br>
<br>
Subject: [Runequest] Pete's RQ updates & D&D conversion notes<br>
To: "RuneQuest Rules" <<a href="mailto:runequest@rpgreview.net" target="_blank">runequest@rpgreview.net</a>><br>
Date: Thursday, October 31, 2013, 1:33 PM<br>
<br>
I've posted a lot of<br>
updates to the site over the past few months, including new<br>
up-to-date HTML versions of the Found Items, Magic Items,<br>
and Chaotic Features sections - 1,469 entries in all.<br>
<a href="http://runequest.org/chaosproj.htm" target="_blank">http://runequest.org/chaosproj.htm</a><br>
I'm considering posting epub versions as<br>
well, for mobile devices and offline use.<br>
Although most of the entries are pretty<br>
generic, I wrote up a quick RQ to D&D guide - not to<br>
convert campaigns, just to help D&D GMs make easier use<br>
of the more RuneQuest-specific items. I haven't played<br>
D&D in a very long time, though, so if anyone happens to<br>
notice anything that's wrong or could use clarification,<br>
please let me know.<br>
<br>
<a href="http://runequest.org/rqtodd.htm" target="_blank">http://runequest.org/rqtodd.htm</a><br>
->Peter<br>
<br>
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