Eberron->RQ2 conversion. Update Here!

Dan True said:
cerebro said:
I wan't to play this very badly.

I'm glad :) My conversion should be useful if you have the Core Rulebook, Arms & Equipment and the d&d 3.5 Eberron Campaign Guide, and races of Eberron has some cool fluff but is rules-wise optional.

When it is done I'll compile one big pdf with it, hopefully with some artwork if I can find some or get some friends to make some.

- Dan
Nice.I only have the Core rulebook. It will help me sell Runequest here to other players.
 
cerebro said:
Dan True said:
cerebro said:
I wan't to play this very badly.

I'm glad :) My conversion should be useful if you have the Core Rulebook, Arms & Equipment and the d&d 3.5 Eberron Campaign Guide, and races of Eberron has some cool fluff but is rules-wise optional.

When it is done I'll compile one big pdf with it, hopefully with some artwork if I can find some or get some friends to make some.

- Dan
Nice.I only have the Core rulebook. It will help me sell Runequest here to other players.

Great. If you have any comments or suggestions, be sure to let me know.
 
There were a few races in there with 2d6 siz IIRC

A size 2 creature is the size of a rooster. And while interesting from a roleplaying perspective, this would probably be pretty boring for the player in the longer run, I suggest 1d6+3 instead. Or probably 1d6+4, or Possibly 1d3+5. That would also stop one out of every 36 halfling from being larger than an average man.

Also, stat-wise and balance wise, the halfling blows compared to the elf.
Speaking as someone who would probably want to play a Halfling in such a Campaign, I'd suggest you give him at least the same Dex as the elf. They have that in Ebberron. Also, in Ebberron the Gnome has the same Con as the dwarf, and the elf has a worse Con than the human (although RQ probably does this by decreasing the size of the elf).
I don't think it's fair making the halfling that bad compared to the elf, especially not if you think of all the players who don't want to play a halfling rogue-ish type character. But would like something different. I think you should nerf the Dex of the Elf to the level of the halfling (or increase the Dex of the halfling if you find the elf balanced), and give the halfling one D6 more Pow. Halflings are usually talked about as being strong-spirited and never give up. Giving them a high natural Pow would follow this example well.
 
Mixster said:
There were a few races in there with 2d6 siz IIRC

A size 2 creature is the size of a rooster. And while interesting from a roleplaying perspective, this would probably be pretty boring for the player in the longer run, I suggest 1d6+3 instead. Or probably 1d6+4, or Possibly 1d3+5. That would also stop one out of every 36 halfling from being larger than an average man.
Lol, you're right.

Mixster said:
Also, stat-wise and balance wise, the halfling blows compared to the elf.
Speaking as someone who would probably want to play a Halfling in such a Campaign, I'd suggest you give him at least the same Dex as the elf. They have that in Ebberron. Also, in Ebberron the Gnome has the same Con as the dwarf, and the elf has a worse Con than the human (although RQ probably does this by decreasing the size of the elf).
I don't think it's fair making the halfling that bad compared to the elf, especially not if you think of all the players who don't want to play a halfling rogue-ish type character. But would like something different. I think you should nerf the Dex of the Elf to the level of the halfling (or increase the Dex of the halfling if you find the elf balanced), and give the halfling one D6 more Pow. Halflings are usually talked about as being strong-spirited and never give up. Giving them a high natural Pow would follow this example well.
Valid points. I'll see what I can do to incorporate it.

- Dan
 
By the way, I found the halfling entry in the Runequest SRD (it's RQ 1 I guess):

Halfling
Characteristics
STR 2D6 (7)
CON 2D6+9 (15)
DEX 2D6+9 (15)
SIZ 1D6+3 (7)
INT 2D6+6 (14)
POW 2D6+6 (14)
CHA 3D6 (11)

Although those are still pretty bad, they've gotten a good con score for some reason. But having an average of -1d4 on all your damage rolls almost forces you to play something that can cast spells. But I guess that is the problem with being small.
 
I've updated the races. They should be more balanced now and I have corrected some errors.. I've also added the total average stats of them, so they are easier to compare. This will not be in the final version.

Does someone have any comments on artificers/the new sorcery/magic point system?

- Dan
 
Nice I quite like it now, although to keep being nitpicky:

Aren't Kalashtars just humans with two added abilities?

They are the folks that don't dream right, reducing cha or pow because of this would seem reasonable.

Apart from that it really seems awesome, whether the warforged are balanced or not will probably come up in testing (because while they start with good armour, and stats and nice immunities, they can't ever be good at Sorcery spells). Being immune to fatigue is probably pretty hardcore, but I guess a Robot made for war is that.
 
Mixster said:
Aren't Kalashtars just humans with two added abilities?

They are the folks that don't dream right, reducing cha or pow because of this would seem reasonable.
.

No, they don't have the "Adaptability" rule, because they're not.

Kalashtar are a symbiosis between humans and Quori (dream-spirits). So they don't dream the same way as normal humans do, but this wouldn't work with a penalty to cha or pow - the other way around if anything.
Their lack of the "Adaptability" rule I think is punishment enough.

- Dan
 
Dan True said:
Mixster said:
Aren't Kalashtars just humans with two added abilities?

They are the folks that don't dream right, reducing cha or pow because of this would seem reasonable.
.

No, they don't have the "Adaptability" rule, because they're not.

Kalashtar are a symbiosis between humans and Quori (dream-spirits). So they don't dream the same way as normal humans do, but this wouldn't work with a penalty to cha or pow - the other way around if anything.
Their lack of the "Adaptability" rule I think is punishment enough.

- Dan

Ah didn't see the adaptability :), that seems good.
 
Dan True said:
Mixster said:
Ah didn't see the adaptability :), that seems good.
Great. keep the comments coming :)

- Dan

Ok I had a few ideas for Psionics.

First, I think the Psionic skill, should be based on PowX2, and the number of power points should be based on Int. Sort of mixing up the regular magic system.

Then all the spells should IMO be about buffing yourself or controlling the mind of some opponent.
I think all powers should cost one PP, but have three different options, an internal, an Subvert and a direct sort of power.
Something like this:

Power:
Mind Control:
Internal Power: You channel the power to protect your mind, for an amount of minutes equal to your Psionics Skill, you are immune to anything affecting your mind. You protect from mind reading effects, things that control you (like the dominate (species)) and similarities.

Subvert Power: You subtly control the mind of an enemy. He can resist with his Persistence. If he doesn't succeed in resisting, you can control his next number of combat actions equal to the critical score of your psionic skill (Psionic skill divided by 10).

Direct Power: You blast the minds of your enemies with Psychic power, all enemies within a number of meters equal to your Pow, have to resist with Persistence, or suffer 1d6 points of damage to the head, ignoring armour.

---

What do you say, think it would be viable?
 
Mixster said:
Dan True said:
Mixster said:
Ah didn't see the adaptability :), that seems good.
Great. keep the comments coming :)

- Dan

Ok I had a few ideas for Psionics.

First, I think the Psionic skill, should be based on PowX2, and the number of power points should be based on Int. Sort of mixing up the regular magic system.

Then all the spells should IMO be about buffing yourself or controlling the mind of some opponent.
I think all powers should cost one PP, but have three different options, an internal, an Subvert and a direct sort of power.
Something like this:

Power:
Mind Control:
Internal Power: You channel the power to protect your mind, for an amount of minutes equal to your Psionics Skill, you are immune to anything affecting your mind. You protect from mind reading effects, things that control you (like the dominate (species)) and similarities.

Subvert Power: You subtly control the mind of an enemy. He can resist with his Persistence. If he doesn't succeed in resisting, you can control his next number of combat actions equal to the critical score of your psionic skill (Psionic skill divided by 10).

Direct Power: You blast the minds of your enemies with Psychic power, all enemies within a number of meters equal to your Pow, have to resist with Persistence, or suffer 1d6 points of damage to the head, ignoring armour.

---

What do you say, think it would be viable?

I actually had decided not to do psionics, as I hate them.. But this might just work, so it could become a system.

- Dan
 
Dan True said:
Mixster said:
Dan True said:
Great. keep the comments coming :)

- Dan

Ok I had a few ideas for Psionics.

First, I think the Psionic skill, should be based on PowX2, and the number of power points should be based on Int. Sort of mixing up the regular magic system.

Then all the spells should IMO be about buffing yourself or controlling the mind of some opponent.
I think all powers should cost one PP, but have three different options, an internal, an Subvert and a direct sort of power.
Something like this:

Power:
Mind Control:
Internal Power: You channel the power to protect your mind, for an amount of minutes equal to your Psionics Skill, you are immune to anything affecting your mind. You protect from mind reading effects, things that control you (like the dominate (species)) and similarities.

Subvert Power: You subtly control the mind of an enemy. He can resist with his Persistence. If he doesn't succeed in resisting, you can control his next number of combat actions equal to the critical score of your psionic skill (Psionic skill divided by 10).

Direct Power: You blast the minds of your enemies with Psychic power, all enemies within a number of meters equal to your Pow, have to resist with Persistence, or suffer 1d6 points of damage to the head, ignoring armour.

---

What do you say, think it would be viable?

I actually had decided not to do psionics, as I hate them.. But this might just work, so it could become a system.

- Dan

Yeah but you really can't do Ebberron without Psionics.

Also I think the only reason you really hate Psionics is because you've played 3.5 and never really played with them.
Psionics are IMO what the magic system of 3.5 should have been, and much closer to the RQ sorcery system than the spells per day system D&D has been stuck with the last decades.
 
Mixster said:
Yeah but you really can't do Ebberron without Psionics.

Also I think the only reason you really hate Psionics is because you've played 3.5 and never really played with them.
Psionics are IMO what the magic system of 3.5 should have been, and much closer to the RQ sorcery system than the spells per day system D&D has been stuck with the last decades.

Ah, they're not that integral to the settings. You just need to make all psionics sorcerers instead.

But regardless, I have no problem in using the above as a base for psionics in this.

- Dan
 
Dan True said:
Mixster said:
Yeah but you really can't do Ebberron without Psionics.

Also I think the only reason you really hate Psionics is because you've played 3.5 and never really played with them.
Psionics are IMO what the magic system of 3.5 should have been, and much closer to the RQ sorcery system than the spells per day system D&D has been stuck with the last decades.

Ah, they're not that integral to the settings. You just need to make all psionics sorcerers instead.

But regardless, I have no problem in using the above as a base for psionics in this.

- Dan

Huh? I thought the world was shaped by the Xen'Drik and the Quori who were basically super psionics? Shows what I know of Ebberron.

Perhaps each Psion should only know one or two powers like that, they'd be specialised, but good at what they do.
 
Mixster said:
Huh? I thought the world was shaped by the Xen'Drik and the Quori who were basically super psionics? Shows what I know of Ebberron.

Perhaps each Psion should only know one or two powers like that, they'd be specialised, but good at what they do.

Xen'Drik is a continent ;) and Quori are super-psionics (dream-spirits) but they're not native to Eberron, just invaders from another realm who has taken over leadership of Sarlona (another Continent).

The world was created from the bodies of three ancient god-dragon-thingies, Khyber, Eberron and Siberys.

But I digress. I like the idea of having a few, but flexible powers. Not like d&d where they can do everything, and a lot of stuff better than spellcasters.

- Dan
 
Dan True said:
Lord High Munchkin said:
You could use the approach of using Heroic Abilities to model them.
But how would one be able to start as a psionic then?
You could take the number of Hero Points each ability requires and assign some POW to HP ratio (perhaps 1:6, for example), and allow a psionic player to "spend" the necessary POW.
 
Lord High Munchkin said:
Dan True said:
Lord High Munchkin said:
You could use the approach of using Heroic Abilities to model them.
But how would one be able to start as a psionic then?
You could take the number of Hero Points each ability requires and assign some POW to HP ratio (perhaps 1:6, for example), and allow a psionic player to "spend" the necessary POW.

Hmm, that's an idea. I'll work on it later.

I am going to be away for 5 days, I expect to have finished Equipment and Spells when I get back :)

- Dan
 
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