d20 Conversions: Rise of the Runelords

Albertorius

Mongoose
Hello, everyone, new guy here :D

I'm looking for some help regarding conversions. I'm prepping to GM the "Rise of the Runelords" Adventure Path from Paizo, which uses the 3.5 d20 rules. Since I still don't have that much (read: almost none) experience with MRQ2, I'm playing mostly by ear, and I could use some help.

Is there anywhere where I can fin some conversion guidelines between d20 and MRQ2?

Thanks in advance
 
I have those books. Pretty good. Converting is probably not all that hard, but I haven't seen any guides on conversions, though I seem to recall in BRP hit dice were added to base CON of 10. It'd be nice to know the relative skills levels and how to equate them to CR or monster level.

Perhaps some help from BRP docs?
 
cthulhudarren said:
I have those books. Pretty good. Converting is probably not all that hard, but I haven't seen any guides on conversions, though I seem to recall in BRP hit dice were added to base CON of 10. It'd be nice to know the relative skills levels and how to equate them to CR or monster level.

Perhaps some help from BRP docs?

If you have D20 Call of Cthulhu, there was some guidance on converting based on HD.
 
cthulhudarren said:
I have those books. Pretty good. Converting is probably not all that hard, but I haven't seen any guides on conversions, though I seem to recall in BRP hit dice were added to base CON of 10. It'd be nice to know the relative skills levels and how to equate them to CR or monster level.

Perhaps some help from BRP docs?
I'll try to find something about that. Thanks!

ryhopewood said:
If you have D20 Call of Cthulhu, there was some guidance on converting based on HD.
I don't have it, but it's on sale right now here, so... thank you, Il take a look!

Until then, I've been doodling a bit with conversions. Please, let me know what do you think:

Goblin (Barbarian, Warrior)
STR: 11
CON: 12
SIZ: 5
INT: 10
POW: 9
DEX: 15
CHA: 6

Combat Actions: 2
Damage Modifier: -1d2
Magic Points: 9
Movement: 6m
Strike Rank: +12
Armor: Soft Leather (1AP)
Traits: Low Light Vision
Skills: Athletics 36%, Lore (Region) 50%, Ride 29%, Brawn 22%, Perception 30%, Tracking 22%, Resistance 34%, Stealth 60%, Survival 25%
Combat Styles: Sword 1H 46%, Spear 1H 46%, Bow 50%
Weapons: Dogbiter (Short sword), Short Bow (both lightened, maybe serrated)

Goblin Commando (Barbarian, Champion)
STR: 13
CON: 13
SIZ: 6
INT: 8
POW:13
DEX: 19
CHA: 8

Combat Actions: 3
Damage Modifier: -1d2
Magic Points: 13
Movement: 6m
Strike Rank: +13
Armor: Hard Leather (2AP)
Traits: Low Light Vision
Skills: Athletics 32%, Lore (Region) 46%, Influence 21%, Ride 47%, Brawn 19%, Perception 26%, Tracking 21%, Resistance 36%, Stealth 62%, Survival 26%
Common Magic: 21%
Spells: Fanaticism (Self)
Combat Styles: Sword 1H 62%, Spear 1H 62%, Bow 48%
Weapons: Dogbiter, Horsecutter, Short Bow (all lightened, maybe serrated)

Goblin Warchanter (Barbarian, Bard)
STR: 8
CON: 13
SIZ: 5
INT: 8
POW:12
DEX: 18
CHA: 13

Combat Actions: 3
Damage Modifier: -1d4
Magic Points: 12
Movement: 6m
Strike Rank: +13
Armor: Hard Leather (2AP)
Traits: Low Light Vision
Skills: Athletics 36%, Sing 25%, Lore (Region) 46%, Influence 31%, Sleight 36%, Ride 35%, Brawn 18%, Perception 30%, Tracking 21%, Resistance 36%, Stealth 61%, Survival 25%, Play Instrument 31%
Common Magic: 55%
Spells: Befuddle, Demoralize, Fanaticism
Combat Styles: Sword 1H 36%, Whip 36%, Bow 46%
Weapons: Dogbiter, Whip, Short Bow (all lightened, maybe serrated)

Goblin Dog
STR: 15
CON: 15
SIZ: 8
INT: 2
POW:12
DEX: 14
CHA: 8

Combat Actions: 2
Damage Modifier: +0
Magic Points: 12
Movement: 10m
Strike Rank: +8
Armor: Hide (1AP)
Traits: Allergic Reaction, Low Light Vision
Skills: Athletics 80%, Evade 55%, Perception 60%, Persistence 43%, Tracking 60%, Resistence 53%, Stealth 55%, Survival 40%
Combat Styles: Bite 50%, Claw 30%

For the goblins, I used the D&D stats as a base for the Attributes. After that, I used the Origin and Professions from MRQ2 to get the rest (no free points in the common goblin and the warchanter, some freebies for the commando). Additionally, as the goblins are portrayed as sneaky gits, I added +30 to their Stealth skill.

For the goblin dog, I used the D&D stats for the Attributes, and the wolf skills as a base.

And today I've tried a bigger fish, Malfeshnekor, a Greater Barghest:

Barghest (Greater)
STR: 55
CON: 19
SIZ: 25
INT: 18
POW: 18
DEX: 15
CHA: 18

Combat Actions: 3
Damage Modifier: +1d12
Magic Points: 13
Movement: 10m
Strike Rank: +16
Armor: Hide (3AP)
Traits: Shapeshifting (goblin, wolf)
Skills: Acrobatics 90%, Influence 75%, Athletics 90%, Perception 95%, Insight 75%, Stealth 80%, Survival 130%, Swim 80%
Combat Styles: Bite 90%, Claw 80%, Sword 1H 70%
Weapons: Jaws, Claw ^_^
Spell-like Abilities: At Will – Blink, Invisibility Sphere, Levitate, Misdirection; 1/day – Charm Monster, Crushing Despair, Dimension Door, Mass Bull’s Strength, Mass Enlarge


I'll have to "translate" the spell-like abilities into spells (that or use it as-is as monster traits), but how does this sound?

As I see it... quite terrifying =^_^=
 
These look pretty good with the following caveat. Starting PCs are often in the 75% range with their leading skills/weapons so they'll make mincemeat of the goblins as written so do bear that in mind. Also, all NPCs need an Evade skill simply because it's used to resist some spells and also some combat manoeuvres. In RQ fanaticism is a bit of a suicide spell unless you're outnumbering the enemy 3-1.

That apart, they seem pretty solid. I don't know the Barghest source but it certainly seems pretty nasty. You can probably just call powers heroic abilities and give them a 1MP activation cost.
 
Deleriad said:
These look pretty good with the following caveat. Starting PCs are often in the 75% range with their leading skills/weapons so they'll make mincemeat of the goblins as written so do bear that in mind.

I was gonna say that I think starting characters start out too high. That's professional level already. Ideally I'd like starting characters to be <50%, which is considered experienced, correct?

Or maybe it's my old RQ2 days.
 
Albertorius said:
Until then, I've been doodling a bit with conversions. Please, let me know what do you think:

Goblin (Barbarian, Warrior)
STR: 11
CON: 12
SIZ: 5
INT: 10
POW: 9
DEX: 15
CHA: 6


Goblin Commando (Barbarian, Champion)
STR: 13
CON: 13
SIZ: 6
INT: 8
POW:13
DEX: 19
CHA: 8


Goblin Warchanter (Barbarian, Bard)
STR: 8
CON: 13
SIZ: 5
INT: 8
POW:12
DEX: 18
CHA: 13


Goblin Dog
STR: 15
CON: 15
SIZ: 8
INT: 2
POW:12
DEX: 14
CHA: 8

For the goblins, I used the D&D stats as a base for the Attributes. After that, I used the Origin and Professions from MRQ2 to get the rest (no free points in the common goblin and the warchanter, some freebies for the commando). Additionally, as the goblins are portrayed as sneaky gits, I added +30 to their Stealth skill.

For the goblin dog, I used the D&D stats for the Attributes, and the wolf skills as a base.

Great start! I'd say some stats are too high though. Again I'd make CON = 10 + HD. So a regular Goblin would be 11. And I wouldn't give anyone 18 or 19s, In MRQ2 stats don't need to be that high and I think they wouldn't be for these buggers. I also think the STR and CON of the Goblin Dog are way too high. These are only like a couple HD, correct?
 
cthulhudarren said:
Deleriad said:
These look pretty good with the following caveat. Starting PCs are often in the 75% range with their leading skills/weapons so they'll make mincemeat of the goblins as written so do bear that in mind.

I was gonna say that I think starting characters start out too high. That's professional level already. Ideally I'd like starting characters to be <50%, which is considered experienced, correct?

Or maybe it's my old RQ2 days.
That's your RQ2 days speaking. Starting PC at novice level is likely to be around 75% in their best skills. That is a deliberate choice. If you look at the BRP Gold Book or the latest CoC, about 75% in best starting skills for a new novice character is about the norm.
 
Deleriad said:
These look pretty good with the following caveat. Starting PCs are often in the 75% range with their leading skills/weapons so they'll make mincemeat of the goblins as written so do bear that in mind.
Thanks for the answer :). These goblins are more or less meant to be "mooks", so I expect the Pcs to mincemeat away :lol:. I'll build more experienced ones for leaders and such, but the Commando and the warchanter should be a bit more challenging (a bit, mind ^_^).

Also, all NPCs need an Evade skill simply because it's used to resist some spells and also some combat manoeuvres. In RQ fanaticism is a bit of a suicide spell unless you're outnumbering the enemy 3-1.
Ah, good to know, I'll add Evade. What spell should I use to add a bit of a "rage, all aggresion" combat bonus? How about Bladesharp, for example?


That apart, they seem pretty solid. I don't know the Barghest source but it certainly seems pretty nasty. You can probably just call powers heroic abilities and give them a 1MP activation cost.
I've used stats from the Pathfinder SRD to do the conversions, using this file (http://www.scribd.com/doc/13674164/Conversion-Guidelines-for-Rpgs) of guidelines as help. That said, the Greater Barghest is a CR7 critter, so it should be nasty ^_^. I think it was on par with a joung dragon...

The 1MP way might be the easiest and fastest way. Thanks!
 
cthulhudarren said:
Great start! I'd say some stats are too high though. Again I'd make CON = 10 + HD. So a regular Goblin would be 11. And I wouldn't give anyone 18 or 19s, In MRQ2 stats don't need to be that high and I think they wouldn't be for these buggers. I also think the STR and CON of the Goblin Dog are way too high. These are only like a couple HD, correct?
The stats are taken direclty from the Pathfinder SRD (where applicable ^_^). I'll have to see about using the HD, to see how it looks. How about the SIZ? Pathfinder goblins tend to be about a human's wais size-wise:

http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/goblin
http://www.d20pfsrd.com/bestiary/monster-listings/animals/canines/goblin-dog
 
Deleriad said:
cthulhudarren said:
Or maybe it's my old RQ2 days.
That's your RQ2 days speaking. Starting PC at novice level is likely to be around 75% in their best skills. That is a deliberate choice. If you look at the BRP Gold Book or the latest CoC, about 75% in best starting skills for a new novice character is about the norm.

I don't understand this. What's the purpose of that? That's too uber for my sensibilities!
 
Albertorius said:
cthulhudarren said:
Great start! I'd say some stats are too high though. Again I'd make CON = 10 + HD. So a regular Goblin would be 11. And I wouldn't give anyone 18 or 19s, In MRQ2 stats don't need to be that high and I think they wouldn't be for these buggers. I also think the STR and CON of the Goblin Dog are way too high. These are only like a couple HD, correct?
The stats are taken direclty from the Pathfinder SRD (where applicable ^_^). I'll have to see about using the HD, to see how it looks. How about the SIZ? Pathfinder goblins tend to be about a human's wais size-wise:

http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/goblin
http://www.d20pfsrd.com/bestiary/monster-listings/animals/canines/goblin-dog

I'm sure your SIZ numbers are fine.

I don't see any small SIZ dog as quite a bit stronger and healthier than a normal person. They're way better than goblins. I think the numbers the srd has for the goblin-dog companions seems closer to what I'd think! But that's just me, if you like using the numbers straight from the SRD that's your prerogative.
 
Albertorius said:
What spell should I use to add a bit of a "rage, all aggresion" combat bonus? How about Bladesharp, for example?

To an extent the beauty of RQ is that you don't always need special powers or spells as it should come through in the way you play them. Aggressive, rage-filled creatures will simply use more of their CAs in attack. d20/D&D style games tend to model behaviour through bonuses. In RQ you can often model it through actual behaviour.

For example 3 rage-filled goblins charge an opponent. Probably two of them will die but one will get through. Sane, sensible creatures wouldn't do that, they would hang back and use missile weapons from range and so on.

The next step is the use of common magic. Three psycho goblins cast Fanaticism on themselves knowing that it is now kill or be killed. They can no longer defend themselves but every single attack is enhanced.

Goblin magicians then might know Fanaticism in order to cast it on cowardly goblins and Demoralise to cast on opponents to increase the chance of them running in fear and spells such as Pierce to increase the chance of the goblin doing damage. Goblins will tend to use impaling weapons because they are more likely to do more damage and have longer reach, ideal when charging. So rather than having a power saying "rage" what they have is a set of choices and behaviours that come naturally out of their disposition to run madly into combat and die in their hundreds.
 
cthulhudarren said:
Deleriad said:
cthulhudarren said:
Or maybe it's my old RQ2 days.
That's your RQ2 days speaking. Starting PC at novice level is likely to be around 75% in their best skills. That is a deliberate choice. If you look at the BRP Gold Book or the latest CoC, about 75% in best starting skills for a new novice character is about the norm.

I don't understand this. What's the purpose of that? That's too uber for my sensibilities!
You are a warrior. You are facing an opponent who is not parrying or evading because he has used up all his actions. you are more likely to miss him than you are to hit him. I don't think that is a realistic situation. Anyone who is trained in a profession should have a better-than-evens chance of performing their primary skills.
 
cthulhudarren said:
I'm sure your SIZ numbers are fine.
Cool :D

I don't see any small SIZ dog as quite a bit stronger and healthier than a normal person. They're way better than goblins. I think the numbers the srd has for the goblin-dog companions seems closer to what I'd think! But that's just me, if you like using the numbers straight from the SRD that's your prerogative.
I'd say that Strength and Size are quite different, but I'll concur that the goblin dogs don't look particularly strong for their size XD. And I'm using the stats straight from the SRD cuz I'm a lazy git, but I'm absolutely open to any advice from people more accostumed than me to the RQ system ;). Regarding CON and HD, how about (10 + HD + (1 for each full +5 HP in the stats)? So there's a way to differentiate between critters with the same HD.

With that in mind, how about these?:

Goblin (Barbarian, Warrior)
STR: 11
CON: 11
SIZ: 5
INT: 10
POW: 9
DEX: 13
CHA: 6


Goblin Commando (Barbarian, Champion)
STR: 13
CON: 13
SIZ: 6
INT: 8
POW:13
DEX: 15
CHA: 8


Goblin Warchanter (Barbarian, Bard)
STR: 8
CON: 12
SIZ: 5
INT: 8
POW:14
DEX: 14
CHA: 11


Goblin Dog
STR: 11
CON: 12
SIZ: 8
INT: 2
POW:12
DEX: 14
CHA: 8
 
Actually you've come across one of those situations where d20 and RQ don't correlate on a 1-1 basis. As an example, according to the Pathfinder SRD the STR of a gorilla and a goblin dog are identical at 15 while a common dog is STr 13. An adult Red Dragon is STR 31.

If you look at printed stats for RQ you find that a common dog is average STR 4, a gorilla is average STR 36 and an adult dragon is STR 70. Basically RQ STR is on a much wider range than Pathfinder.

A good rule of thumb is to find a printed RQ equivalent and use that rather than trying to follow a formula. As RQ already has goblins then I would just use the printed stats that already exist and vary them off that. So a goblin dog might use the same stats as a regular dog with a couple more points of STR and SIZ.

On a more fundamental level, especially when it comes to nameless mooks and so on you don't really need to know the characteristics because with the occasional exception of SIZ you never need them directly. When I'm using NPCs and don't need to know the details I only use SIZ and the attributes:
Combat Actions, Strike Rank, Damage Modifier, Move, Magic Points, movement.

As goblins are fast, weak and magically weak then a standard goblin might look like
CA 3, SR (14)13, DM -1D2, Move 8m, MPs 7, HPs 6
Armour: leather Rags (2APs, body). Penalty: -1
Combat 50%, Evade 60%, Persistence 30%, Resilience 40%,
Non-Combat 30%, Sneaky Goblin skill 60%
Shortspear (M/L 1D8+1), dagger (S/S 1d4+1), Buckler (M/S 1D4), Sling (H/- 1D8)
Common Magic 50%: Fanaticism (2), Pierce 2.
 
Deleriad said:
To an extent the beauty of RQ is that you don't always need special powers or spells as it should come through in the way you play them. Aggressive, rage-filled creatures will simply use more of their CAs in attack. d20/D&D style games tend to model behaviour through bonuses. In RQ you can often model it through actual behaviour.
Point. Actually, in the case of the goblin commando, it originally has a potion of Rage. The first time the PCs encounter one, he has already drink it and is under it's powers (which is a boost to stats, STR, CON, I think).

With that in mind... should I add something like that (a potion with a Strenght spell [Magnitude 2 or 3]), or should I just leave it alone and don't worry about it?

For example 3 rage-filled goblins charge an opponent. Probably two of them will die but one will get through. Sane, sensible creatures wouldn't do that, they would hang back and use missile weapons from range and so on.
That sounds good :D

The next step is the use of common magic. Three psycho goblins cast Fanaticism on themselves knowing that it is now kill or be killed. They can no longer defend themselves but every single attack is enhanced.

I would have no problem with that :P. The first encounter is (originally, don't know if I'll have to change anything yet) features the Goblin Commando mounted on a Goblin Dog and 4 other Common Goblins.

Goblin magicians then might know Fanaticism in order to cast it on cowardly goblins and Demoralise to cast on opponents to increase the chance of them running in fear and spells such as Pierce to increase the chance of the goblin doing damage. Goblins will tend to use impaling weapons because they are more likely to do more damage and have longer reach, ideal when charging. So rather than having a power saying "rage" what they have is a set of choices and behaviours that come naturally out of their disposition to run madly into combat and die in their hundreds.
Very sensible. Thanks! I think that for more advanced challenges I'll add some backup for the goblins in that way.
 
Another question: Gods.

I think I'll need to add cults for the main gods that the PCs can possibly want to worship, but don't know if it is worth to create cults for the gods of the baddies (I guess not XD).

Right now, the gods I think I'll have to sketch would be (there are more, but these ones are the prominents in the area, and I think I should start with these):

Abadar, Master of the First Vault, Judge of the Gods, The Gold-Fisted
God of the cities, wealth, merchants and law
Alignment: LN
Domains: Earth, Law, Nobility, Protection, Travel

Desna, The Song of the Spheres, The Great Dreamer, Starsong, The Tender of Dreams
Goddess of Dreams, Stars, Travelers and Luck
Alignment: CG
Domains: Chaos, Good, Liberation, Luck, Travel

Erastil, Old Deadeye
God of Farming, Hunting, Trade and Family
Alignment: LG
Domains: Animal, Community, Good, Law, Plant

Gozreh, The Wind and the Waves
God of Nature, Weather and The Sea
Alignment: N
Domains: Air, Animal, Plant, Water, Weather

Sarenrae, The Dawnflower, The Everlight, The Healing Light
Goddess of Sun, Redemption, Honesty and Healing
Alignment: NG
Domains: Fire, Glory, Good, Healing, Sun

Shelyn, The Eternal Rose
Goddess of Beauty, art, love and music
Alignment: NG
Domains: Air, Charm, Good, Luck, Protection

...and this one is the goddess of the main baddies of the first part:

Lamashtu, The Demon Queen, Mother of Monsters, Demon Mother
Goddess of Madness, Monsters and Nightmares
Alignment: CE
Domains: Chaos, Evil, Madness, Strength, Trickery
 
As we discussed in a different thread, I'd suggest breaking up each Gods' cult into multiple cults with roughly equivalent power-level. Each cult would just worship one or two runes(=domains) and have the corresponding spells/skills. You can develop awesome fluff for the myths of each cult from the Pathfinder articles.

So a possible example:
Abadar, Master of the First Vault, Judge of the Gods, The Gold-Fisted God of the cities, wealth, merchants and law
Alignment: LN
Domains: Earth, Law, Nobility, Protection, Travel

You could split Abadar worship into 3 cults.

Abadar: Judge of the Gods
Runes: Law, Truth


Abadar: Master of the First Vault
Runes: Earth, Mastery


The Gold-Fisted God of the cities, wealth, merchants, Travel
Runes: Motion, Man

For the myth parts you'd want to tell the stories on how Abadar gained the abilities that go with each runes.


Question for others: Can you invent more runes? Like one for Civilization? Protection? Commerce?
 
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