D&D Druids in RQII/Legend

iamtim

Mongoose
I'm converting a game I've been running in Swords & Wizardry Complete (a D&D "retro-clone") to RuneQuest II. I've got a druid in the party. I'm not quite sure how to model this in RQII. I'm thinking he'd be a barbarian shaman in a nature cult, but I could also see a couple of other options that would work as well.

Thoughts?
 
iamtim said:
I'm converting a game I've been running in Swords & Wizardry Complete (a D&D "retro-clone") to RuneQuest II. I've got a druid in the party. I'm not quite sure how to model this in RQII. I'm thinking he'd be a barbarian shaman in a nature cult, but I could also see a couple of other options that would work as well.

Thoughts?

I have modelled druids in my Eberron conversion. I view them as divine spellcasters with very specific common and divine spells, and nature related cult skills. You can check out the cult spells I have chosen in the link in my signature.

If you wanna go more in the d&d direction you could create a heroic ability that lets the caster change into more than one type of creature with his normal divine spells for changing shape.

- Dan
 
There is an article in the Rune quest II companion on druids, which i think can also be found in one of the SP magazines.
 
Beastshape and a few of the other spells can mimic most of a druids powers, except the animal companion.

So to be a real Druid, he'd need to add a few points in Spirit Magic to get an animal totem that can control animals he wants to control. This on the other hand is immensely powerful for just 20 freebie points (if you are keeping your fetch out to control your animal companion at all times, no need to have good spirit binding/walking skills anyway). Since Spirit Magic is pretty free-form, it is up to the DM what intensity a Bear Controlling spirit is, although by RAW that would be one intensity (which would be crazy good, since then a griffon controlling spirit or even a dragon controlling spirit would also be 1 intensity).
 
Signs and Portents 41 has the article according to the index. It also appears in the Runequest Compendium. This is a rather whacky mix of S &P RQ articles but it's quite cheap at the moment in the sell off and on PDF at Drive Thru games. It's a short 5 page article.
 
I have been reading Age of Treason and I really like the way the author has blended the magic styles. Common, divine, sorcery and spirit magic are not strictly independent of each other.

You could do something like this and it would make druids very different from standard divine magicians or sorcerors or shamans:

Druid Magic skill or maybe Druidic Tradition skill (this would serve as the Lore(druidic) for divine magics, Grimoire(druidic) for sorcery magics, common magic skill and spirit binding for spirit magics.

Druids might have a Pact(Nature) or a Pact with a particular god of nature.

Choose the spells you think are appropriate for druids (common, divine, sorcery) or make some up.

Common magic spells are generally less powerful for the MPs expended.

Divine spells are limited by the dedicated POW the druid has committed to nature, but require no MPs for casting. Pact(Nature) acts as normal for divine spells.

For sorcery spells, I think using the Pact(Nature) skill in place of the Manipulation skill would work. The druid's flexibility and control of these spells will increase with the strength of his commitment to nature or the god.

If you want to include some spirit magic, I like the Age of Treason spirit magic. The druid does not spirit walk, but either calls spirits to himself or seeks out locations where the spirits hang out in the material world. Spirits don't discorporate people into the spirit world, but rather manifest themselves into the material world. Then they can interact with corporeal beings. Spectral or spirit combat takes place in the material world. The druid may have a means of forcing a spirit to manifest, or maybe not. The Pact(Nature) skill could determine how many spirits the druid could control. Maybe 1 per 10% Pact(Nature) or 1 intensity of spirits per 10% of Pact(Nature). Maybe the number/intensity of spirits controlled reduces the number of manipulations available to druidic sorcery spells. For example, if they have 50% Pact(Nature) and are controlling 3 intensity 1 spirits, they would only have 2 points of manipulation available.

If you don't like idea of mixing all of these, then pick what you like.

For the animal companion, I like the idea of an animal spirit or nature spirit that is allied to the druid. The druid performs his ritual to summon the companion. The spirit possesses a suitable animal and comes to the druid. If you like, the druid and his companion could have a mental link which allows the druid to use the companion's magic points. You decide whether companions are animal spirits and always possess the same type of animal, or nature spirits that can possess different types of animals depending on what the druid called for in his ritual. The companion could possess larger or more powerful creatures based on the Pact(Nature) of the druid. Possibly the possessing spirit augments the size and strength (and/or DEX) of the creature, again based on the Pact(Nature) of the druid. If the animal dies or the druid dismisses it, the companion returns to the spirit plane (or where ever you want) and is out of contact with the druid until it is summoned again.

Sorry this isn't very organized or specific. It is sort of stream of consciousness. And it is late and I need to get to sleep.
 
These aren't the druids you are looking for ...

You'll have to excuse me, but every time I hear about druids in a fantasy RPG, I just crease up with laughter.

I'm from bloody Wales. I really wish druids were capable of a tenth of what gamers think they can do, because believe me there'd be queues from here to Holyhead waiting to join them. But for the most part they just dress like ageing hippies in bathrobes, play some mean harp, have young girls dance barefoot in front of them once a year and have a keen sense for where the best real ale is being served nearby. Plus they never ever seem to get speeding tickets ... not surprising since most of them have side jobs as magistrates or senior police officers ...

Oh, and they speak Welsh with an unmatched fluency and euphonic musicality. Good luck looking for authenticity in your druidry, guys ... :D
 
alex_greene said:
I'm from bloody Wales. I really wish druids were capable of a tenth of what gamers think they can do, because believe me there'd be queues from here to Holyhead waiting to join them. But for the most part they just dress like ageing hippies in bathrobes, play some mean harp, have young girls dance barefoot in front of them once a year and have a keen sense for where the best real ale is being served nearby. Plus they never ever seem to get speeding tickets ... not surprising since most of them have side jobs as magistrates or senior police officers ...
The ability to never get speeding tickets and have hot chicks dance for you is clearly divine magic.
See Aphrodisiac.
Playing harp might be a blessing of their cult skills.
:mrgreen:
 
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