Eberron->RQ2 conversion. Update Here!

Dan True

Mongoose
Hello.

Final PDF: http://dtrue.dk/filer/Eberron/Eberron.pdf

This is the thread regarding the Eberron conversion to MRQ2/Legend. Please view the end of the thread for latest update info,

Old stuff:
I am currently working on a project to make conversions from d&d 3.5 Eberron to RQ2 rules. I will be converting central aspects, so a GM can easily use the original Campaign Setting book for Eberron games.

I will use this thread to post things, that I am looking for experienced eyes or just general comments on. I will thus change the topic name and content of the first posts accordingly.

I will be glad for any comments, but for the each aspect there are some things I am focussed, which will be asked under the relevant section.

Races
- Are they balanced? (interparty-wise so no character dominates every aspect of the game).
- Are they different enough? I have tried to limit the difference in stats, but I fear I may need to widen my range to allow for greater differences in stats, so that other races are more than just a human with small changes.
- What do you think of the special traits?
- Whatever is on your mind.

More specifically:
- Are warforged and shifter traits too powerful? They should be definately "non-human" but I don't want any player choosing human to feel overlooked in combat situations.

Cultures

- Are they balanced? (interparty-wise so no character dominates every aspect of the game), and also such that no one will clearly see a certain culture as inferier.
- Are they different enough? I have tried to make each culture significant in respect to their fluff.
- Whatever is on your mind.
- Do they start with enough or too much money? I always thought that civilised characters started the game with waay too many SP. But I can be wrong.

Dragonmarks

- How does the system with the dragonmarked skill seem?
- Are the rules clear cut and accesbile?
- Any comments on the spells chosen for each dragonmark?

Artificers
- Does the mechanics seem right?

You don't need to know anything about Eberron at all to provide useful comments.


- Dan
 
Magic
This chapter is not done yet, as I still need to add the new spells. However, the mechanics should be done and I am eager to recieve comments:

- How do the new rules for sorcery seem? With penalties for armour. How will it work that sorcerers can attain so many magic points?
- Do you see any problems with the way infusions work?
- I'll soon have the new spells done. I just need to finish some examns.


Religions
I know that the "cults" have a lot more spells than usual cults from Glorantha. However, I want them to be able to cast more spells - as that is in the spirit of d&d.

No cults have Excommunicate and Resurrect.
- I am mostly interested in how the cults are at picturing the religions, so it can be hard for people who don't know Eberron to comment. But something can be learned from http://eberron.wikia.com/wiki/Eberron_Wiki

Monster and NPCs
- Anything looks weird?

Equipment
- What do you think of the rules for the new items?
- What of the prices? I am very much in doubt about the prices.

- Dan
 
One quick comment: Elves are likely to be combat monsters. One slightly above average roll on INT or DEX and an average roll on the other and they get 4 combat actions compared to the average human or dwarf's 2. I don't know if Eberron elves are super-efficient in combat, but that's a massive advantage they're getting.
 
Ultor said:
One quick comment: Elves are likely to be combat monsters. One slightly above average roll on INT or DEX and an average roll on the other and they get 4 combat actions compared to the average human or dwarf's 2. I don't know if Eberron elves are super-efficient in combat, but that's a massive advantage they're getting.

Good point. I've bumbed INT down to a human level.

- Dan
 
A Warforged does not heal naturally over time, only by repairs. Magical healing can be worked on him, although the caster takes a -10% to his magic skill due to the differences in material.
You might want to consider using the Spirit spell 'Repair' rather than heal.
Possibly form/set sorcery and a variation of 'Repair' for Divine Magic.
Limbs stunned by the ‘stun’ location do resume functioning over time though. Other than this they act on wounds and first aid as usual.
How about using a craft(Smith) instead of first aid, in fact not allow first aid at all.

Looks good though.
 
Exubae said:
A Warforged does not heal naturally over time, only by repairs. Magical healing can be worked on him, although the caster takes a -10% to his magic skill due to the differences in material.
You might want to consider using the Spirit spell 'Repair' rather than heal.
Possibly form/set sorcery and a variation of 'Repair' for Divine Magic.
Limbs stunned by the ‘stun’ location do resume functioning over time though. Other than this they act on wounds and first aid as usual.
How about using a craft(Smith) instead of first aid, in fact not allow first aid at all.

Looks good though.

Good points, which I hadn't considered. I was trying to keep it simple, but I guess that's blown to hell anyway. Think I'll revise it yes.
As for the spells, I was planning on making spells to model the "Repair damage" from eberron.

I will keep taking on advice and comments on the races, but will begin work on the cultural packages.

- Dan
 
Does no one have any usable comments? Really, I am still fairly inexperienced with RQ2, so I would like to know if what I am converting seems completely outrageous or something like that.
Especially the cultures. I am ahving very much doubt about how many skill bonuses they should achieve, and whether they should balance out or not.

- Dan
 
Updated with an advance skill for artificers and mechanics for artificing magic items.

Next up: Infusions and perhaps descriptions for some new spells.

- Dan
 
Just looking at the species descriptions. They seem pretty good to me. Can't comment on Eberon but as RQII stat blocks they seem consistent. There are a few minor points.

why does the half orc have 4D6 DEX? There might be a setting based reason.

I'm not convinced by the heightened skill trait. Eg if you're giving Goblins +20% stealth in all circumstances then you could just give them +20% stealth at cha gen. If you do go with your system it means that it's much easier for a goblin to have an effective stealth of 120% because they get to 100% at the same pace as everyone else. For the other heightened skills (e.g. perception - hearing) then you could just call this the trait "excellent hearing." It does the same thing without it seeming as complicated as it already does. That said, at first glance it looks like the trait works perfectly well so it's probably just a matter of aesthetics.

The other thing you may find is that if you give them an extra pass you can simplify things and fit more into a RQ paradigm E.g. One way of doing the Kalashtar mindlink ability. You could simplify it by saying:
it costs 1 MP and lasts 3 Combat Rounds. The link can be maintained by spending extra MPs. That will give you roughly the same times (POW 11 can do it 3 times for 11 CRs per go as written or if using MPs a total of 3 CRs up to 11 times.)

Shifters could follow the same pattern. RQ generally runs off MPs so you could just say that it costs 1 MP to transform and that being transformed counts as heavy activity (i.e. you have to make Fatigue checks every CON Combat Actions). Then rule that failing a Fatigue test while transformed causes the shifter to immediately switch back.

d20 generally works off a paradigm of top down mechanics: you get to do ability X Y times per day. RQ usually tries to fit into a bottom up mechanic. E.g. it costs MPs or requires fatigue test which means that how much you can do it depends on other issues.

Anyway, as I said, the species look good at first glance and what you have looks like it works just fine. My suggestions are just alternate options.
 
Deleriad said:
why does the half orc have 4D6 DEX? There might be a setting based reason.
Because I placed the dex bonus there instead at the goblins, silly me :) Thanks!

Deleriad said:
I'm not convinced by the heightened skill trait. Eg if you're giving Goblins +20% stealth in all circumstances then you could just give them +20% stealth at cha gen. If you do go with your system it means that it's much easier for a goblin to have an effective stealth of 120% because they get to 100% at the same pace as everyone else. For the other heightened skills (e.g. perception - hearing) then you could just call this the trait "excellent hearing." It does the same thing without it seeming as complicated as it already does. That said, at first glance it looks like the trait works perfectly well so it's probably just a matter of aesthetics.
Good point. I've changed some of the bonus to just direct skill bonuses and replaced Heightened with some other more simple traits.

Deleriad said:
The other thing you may find is that if you give them an extra pass you can simplify things and fit more into a RQ paradigm E.g. One way of doing the Kalashtar mindlink ability. You could simplify it by saying:
it costs 1 MP and lasts 3 Combat Rounds. The link can be maintained by spending extra MPs. That will give you roughly the same times (POW 11 can do it 3 times for 11 CRs per go as written or if using MPs a total of 3 CRs up to 11 times.)
Deleriad said:
Shifters could follow the same pattern. RQ generally runs off MPs so you could just say that it costs 1 MP to transform and that being transformed counts as heavy activity (i.e. you have to make Fatigue checks every CON Combat Actions). Then rule that failing a Fatigue test while transformed causes the shifter to immediately switch back.
Thanks! I was kinda worried about fitting into RQ mechanics due to the "number of times per day. I've changed it to something similar to your suggestions, although not completely the same (not all shifting should be heavy activity).

Deleriad said:
d20 generally works off a paradigm of top down mechanics: you get to do ability X Y times per day. RQ usually tries to fit into a bottom up mechanic. E.g. it costs MPs or requires fatigue test which means that how much you can do it depends on other issues.
Removed now :) However, Dragonmarks still function a number of times per day depending on CON. I am open to suggestions but I don't believe DragonMarks should cost MPs.

Thanks for the comments! Keep em´coming if you will :)

- Dan
 
Update!

Changes to sorcerer to reflect wizards, and some rules for the Artificer's Infusions have beena added.

Next up: Either spells, magic items or cults for the religions.

- Dan
 
Ok I've been reading over this since you told me to come here.

And it all actually seems really nice, however there are some good points and bad points as always:

Good Points:
  • The races. Amazingly you did what I thought impossible. They actually seem balanced. But more on this later (there are a few key omissions)

    There is a good point about Dragonmarks, it makes the players feel a lot like a first and second class player. Which Ebberron probably should.

    Warforged are combat monsters but not that good of spells giving them a very robot-like feeling.
But listing what I think you did well doesn't help you so here are my
Bad points (this is mainly my inner munchkin talking):
  • From a balance point of view, the Dragonmark skill is terrible. You allow only a select few players to have it, and it is basically extra spells, that don't cost MP, and can be cast with just one skill. Yes, it might only unlock the extra spells if you train it, but it isn't harder to train than other spell skills. My suggestion is to allow each dragonmark to cast one or two spells at an increased MP cost, but allowing you to use the Dragonmark skill to cast them, that way it wont get out of hand.

    If Infusions can create permanent magic items, Artificers wont have much inticament for adventuring, which Ebberron should probably incorporate. Why would I leave my line of job of creating nice magic lewts when I can just continue my job and rip off stupid adventurers with blatant prices. Also, the fact that one skill counts as 6 skills might get out of hand, unless you limit their infusions heavily. My suggestion: Do what WFRP did, the infusions in items don't last forever, they last perhaps a week or two depending on your skill, but not forever, costing more MP for longer durations. Only have truly legendary artificers create permanent items at an obscene penalty to their skill, and the cost of something permanent from them.

    You should probably include the phrase from Ebberron of Warforged still getting mentally tired, so as not every economy is run by a group of warforged deciding that building things would be a nice way to settle down after the war, and ruining all mortal labor by working on something 24 hours a day.

    Shifters seem pretty cool, but I really have a hard time seeing how from a power perspective, one would choose anything but the swiftwing and the Longtooth/Razorclaw, While being able to track you opponents by smell is useful. Having weapons while unarmed, and being able to fly is probably more useful, perhaps not all of them should gain stat boni when shifting.

    Cultures seem to cause some trouble. While all of them have two weapon skills available, some get +15 and some get +10 (and the Valenar gets the mighty +20), I know some cultures are more war-like than others, but RQ makes up for this by giving them fewer advanced skills, but the Valenar still gets 5 advanced skills to choose from, and Karnaathi will literaly be combat monsters (+15 to 4 effective combat skills, and +15 to two weapon styles is a lot), which confuses me because I thought they were the guys using Undead to fight for them instead of sending their living people into the war. I think the best way to fix this is setting the maximum extra skill points gained by a culture to something fixed, and then calculating the boni from a freebie point perspective. That way, you have a formula for making the cultures which will probably seem a bit more balanced.
Oh and by the way, how does the Cyran +15 to any advanced skill work? Would I get the skill and +15 to it if I chose something I hadn't already learned?
 
Mixster said:
  • From a balance point of view, the Dragonmark skill is terrible. You allow only a select few players to have it, and it is basically extra spells, that don't cost MP, and can be cast with just one skill. Yes, it might only unlock the extra spells if you train it, but it isn't harder to train than other spell skills. My suggestion is to allow each dragonmark to cast one or two spells at an increased MP cost, but allowing you to use the Dragonmark skill to cast them, that way it wont get out of hand.

  • Hmm, good point. Maybe I should still charge MPs for the Dragonmarks instead of the "x per day" method. But, Dragonmarks aren't really supposed to be balanced - they're the reason Eberron has a number of crossnational "first-class" citizens. But I see your point :)

    Oh, and it only starts at POW not POWx2 and you can't use free skill points on it - so normally it will be much lower than other skills.

    Mixster said:
    If Infusions can create permanent magic items, Artificers wont have much inticament for adventuring, which Ebberron should probably incorporate. Why would I leave my line of job of creating nice magic lewts when I can just continue my job and rip off stupid adventurers with blatant prices. Also, the fact that one skill counts as 6 skills might get out of hand, unless you limit their infusions heavily. My suggestion: Do what WFRP did, the infusions in items don't last forever, they last perhaps a week or two depending on your skill, but not forever, costing more MP for longer durations. Only have truly legendary artificers create permanent items at an obscene penalty to their skill, and the cost of something permanent from them.
    Exitcement is the motivation for adventuring :) And most artificers actually stick to their factories and research facilities.

    Infusions don't create magic items - Artificer's still need to use the rules in Arms & Equipment for that, maybe I should make that clearer in the text. Infusions are just versions of some common spells that take longer to cast and can only be cast into objects - just like in the d20 version, they last for just as long as if another person had cast them.
    Artificers can, WHEN creating magic items, create any item regardless of it being a divine, common or sorcery item (i.e. substitute their artifice skill with the used skill). And then they can skip some of the permanent POW or MP investment - but only to a degree (1/10 of the Artifice skill).

    And I can't really limit the number of permanent magic items, as they are the blood and soul of Eberron. If only legendary artificers could create Everbright Lanterns why would they be everywhere in every major city?

    Maybe I should write this section clearer.

    Mixster said:
    You should probably include the phrase from Ebberron of Warforged still getting mentally tired, so as not every economy is run by a group of warforged deciding that building things would be a nice way to settle down after the war, and ruining all mortal labor by working on something 24 hours a day.
    Oh, this is still valid. I have decided only to include things that are relevant rules wise, as to not piss of Wizards of the Coast too much. That they tire mentally as organics, I see more as fluff than a rule. This document should only be useful if you have the Eberron Campaign Setting Book, Races of Eberron, RQ Core Rulebook and some others. I haven't written the introduction yet, so you could have know that.

    Mixster said:
    Shifters seem pretty cool, but I really have a hard time seeing how from a power perspective, one would choose anything but the swiftwing and the Longtooth/Razorclaw, While being able to track you opponents by smell is useful. Having weapons while unarmed, and being able to fly is probably more useful, perhaps not all of them should gain stat boni when shifting.
    Hm, I'll have a look at these again. One key thing to remember is whether or not the DM deems "flying" as heavy activity, for I would be afraid of flying if I could suddenly pop back to being normal mid-air. Maybe I should rule that is just is... Flying must be pretty tiring with bat wings :P

    Mixster said:
    Cultures seem to cause some trouble. While all of them have two weapon skills available, some get +15 and some get +10 (and the Valenar gets the mighty +20), I know some cultures are more war-like than others, but RQ makes up for this by giving them fewer advanced skills, but the Valenar still gets 5 advanced skills to choose from, and Karnaathi will literaly be combat monsters (+15 to 4 effective combat skills, and +15 to two weapon styles is a lot), which confuses me because I thought they were the guys using Undead to fight for them instead of sending their living people into the war. I think the best way to fix this is setting the maximum extra skill points gained by a culture to something fixed, and then calculating the boni from a freebie point perspective. That way, you have a formula for making the cultures which will probably seem a bit more balanced.
The Valenar have five skills to choose from (but, where other culturs ae Craft(Any), they have only 4 crafts to choose from), but they can only choose one of them, where most cultures can select two, and they recieve no free advance skill. Is this a big enough disadvantage or should I tone them down?
I wanted to make the Karrnathi effective in combat becasuse they're the ones with the most heralded military tradition. All adult Karrnathi at game start will have served from 2 - 8 years in the Karrnathi army during the war and will therefore be more adept at fighting. They use undead to fight beside their troops, not instead. They don't have the troops to fight without undead, because of their agricultural situation and due to heavy losses early in the war. However, I can see I have maybe went overboard with them.

I'll have a look at them again, I was actually worried I may have made them too powerful.

EDIT: I have now updated them, and remade skill bonuses so that all have around the same worth of skill points, although it takes into account some skills are worth less than others.

Mixster said:
Oh and by the way, how does the Cyran +15 to any advanced skill work? Would I get the skill and +15 to it if I chose something I hadn't already learned?
This is to reflect that Cyran artists, craftsmen and so on was particularly good and popular. That a Cyran stonemanson or Cyran painter will have an edge over others, if not only from their reputation of being Cyran, then from a long history of techniques and cultural heritage.
It works like you get +15% to any skill you know - it might be one of those you start with or one of those you buy from the free skill points at startup. But it does not grant you the skill - I'll try to make the text clearer.

EDIT: I have made this clearer in the rules.

Thanks a lot for the comments! I am always happy to see someone else's perspective on this. Please comment if you have more at some point.

- Dan
 
Have updated the artificer, so that Mythic Resonnance is only half-artifice skill when creating divine items.
Also, I have put in another advanced skill Use Magic Device, as a pendant to the d20 skill. It allows you to use enchanted items more often than usual.

Dragonmarks have been updated to use MP instead of uses per day.

- Dan
 
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
 
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