Legend/RQ6 Magic and Dark Sun

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gautxoriak
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Joined: Tue Apr 06, 2010 10:53 am

Legend/RQ6 Magic and Dark Sun

Postby gautxoriak » Sun Aug 12, 2012 11:06 am

Hello:

I need your help in order to convert the magic rules to Dark Sun. Maybe I am lucky and someone has already played this setting or Has read something about them.

My dudes is with magic rules.

a) Psionic Magic: With Legend rules I was sure to choose Common magic as Psionic Magic, but after Readind RQ6 Folk Magic spells, I think They are too simple. Legend rules permitted to improve the spells (more magnitude) and maybe They are more suitable for psionic magic.

I have been reading Mysticism rules and They could be suitable, I think they are too powerfull. All th PC are going to have some kind of psionic "spell".

b) Which kind of recovering magic rules do you choose? I am not sure what to choose.
medievaladventures
Mongoose
Posts: 104
Joined: Thu Jun 14, 2007 4:32 pm

Re: Legend/RQ6 Magic and Dark Sun

Postby medievaladventures » Sun Aug 12, 2012 5:07 pm

For Psionics, there are three main choices I think.

1. Legend Common Magic
2. RQ6 Mysticism
3. BRP Psychic Abilities

You can always mix Legend/RQ6/BRP types of magic. So maybe you use BRP's Psychic abilities for Psionics, but RQ6's Divine magic for elemental priests.

I'm not sure what you mean by "recovering magic"?
gautxoriak
Shrew
Posts: 21
Joined: Tue Apr 06, 2010 10:53 am

Re: Legend/RQ6 Magic and Dark Sun

Postby gautxoriak » Sun Aug 12, 2012 6:54 pm

medievaladventures wrote:For Psionics, there are three main choices I think.

I'm not sure what you mean by "recovering magic"?
In RQ6 you can choose the kind of recovery magic points. It is supposed that for Low Magic campaign settings is one point per wek. Medium Magic one point per day and High Magic one point per hour.

For me Dark Sun is low-medium magic setting, and I don´t know what kind of recovering rate I should choose.
medievaladventures
Mongoose
Posts: 104
Joined: Thu Jun 14, 2007 4:32 pm

Re: Legend/RQ6 Magic and Dark Sun

Postby medievaladventures » Sun Aug 12, 2012 8:15 pm

Ah, okay. The original Dark Sun boxed set assumed Wizards to receive the same number of spells per day as default AD&D 2E so I'd just leave the default Legend recovery rate of POW. However, depending on what you do with Defiling vs. Preserving you could use recovery rate as a distinction between the two. Basically make Defilers recover 1 or 2 rates better than a Preserver to signify how Preservers balance their needs with the environment and Defilers just take all they can. E.g. Defilers operate as Magic Rich whereas Preservers are Medium (or even Low) magic.
Dan True
Greater Spotted Mongoose
Posts: 891
Joined: Sun Oct 17, 2010 4:22 pm
Location: Denmark

Re: Legend/RQ6 Magic and Dark Sun

Postby Dan True » Mon Aug 13, 2012 6:38 am

Take a look at my Eberron conversion (link in Signature). Mixster made som psionics rules that might be to your liking.. I'm not actually sure, but there may be a newer version somewhere which is not included in the link below. I'll take a look.

- Dan
Check out my RuneQuest 6 blog!. It now has an adventure idea generator :)

Author of the Eberron for Legend/MRQ2 conversion:
http://runequill.com/files/Eberron_Legend.pdf

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