Eberron->RQ2 conversion. Update Here!

There's a typo where you forgot a not.

At the moment it goes:
Warforged do have a childhood and a long learning process, and as such they do not gain all the benefits from the culture they chose.

I love this change, I was concerned with the balance of warforged, but after they are golden.

My only problem now is that you can almost only play one type of character as a warforged, which though probably realistic, is sort of sad IMO
 
Mixster said:
There's a typo where you forgot a not.

At the moment it goes:
Warforged do have a childhood and a long learning process, and as such they do not gain all the benefits from the culture they chose.

I love this change, I was concerned with the balance of warforged, but after they are golden.

My only problem now is that you can almost only play one type of character as a warforged, which though probably realistic, is sort of sad IMO

Yep, but players can choose "Regular" to be able to play other kind of characters. But yeah, warforged are pretty locked - which is as it should be.

Corrected btw.

- Dan
 
Dan,

Haven't run a critical eye over it as yet, but man, it looks pretty damn good. There's a crap-load of work in that, you've done really well mate.
 
DamonJynx said:
Dan,

Haven't run a critical eye over it as yet, but man, it looks pretty damn good. There's a crap-load of work in that, you've done really well mate.

Thank you :) Spent a great deal of time on it yes.

In the next few days a pretty major update will come, with some layout corrections, a few new common spells to emulate Bard play from D&D (so, singing buff spells etc.) and some professions fixes.

- Dan
 
I've just gotten Wraith Recon and SpellCom - so I'm currently changing Artifice and magic items to better fit to the system described in those books, albeit with changes. So stay tuned for a major update.

-Dan
 
I've made some new rules for creating magic items, from scratch - though heavily influened by Wraith Recon. I've uploaded them to the link below, without the rest of the book.

There are about 4 pages - any comments on balance, prices and typos would be most welcome.

Just ignore most of what is on the 5th page, as that is example Magic Items that have not yet been updated (especially pricewise) - I just couldn't be bothered removing them from this cutout.

But any comments would be appreciated. Especially if I've left something out or allow for some nobrainer insane combo that can wrack everything.

http://dtrue.dk/filer/Eberron/Magic Items.pdf

I'll keep working, so a new update will soon be ready.

- Dan
 
The Major Update is here!

The link on the front of this thread has been updated, but here goes for ease of access:

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

Significant Changes:
Complete new rules for Magic item creation and use, to better fit Wraith Recon.
Changed many magic items and their prices. Magic items now have their own chapter.
Infusions have been replaced by common magic
Various new Common magic items, including d&d-bard-style spells.
Added a chapter on skills
Added Information on races.
Included altered armour prices, to better fit the technological level of Eberron.

Any questions and comments, send me a pm or use this thread.

- Dan
 
Da Boss said:
Thanks - excellent work Sir

Thank you :) Feels good to have made this much work - I like writing.
Please come with any thoughts you might have.

Anything else for Eberron you would like to see? My ideas of what shall come next are:

- More ready-made NPCs / examples.
- More Magic items, especially classic D&D items converted
- More spell. Perhaps some Divine spells that are needed? None of my players have played a Divine user, so have no experience with them and what they lack.
- Perhaps a better integration of the Etheral plane and spirit magic? Not a high priority for me.

What would you like to see?

- Dan
 
I am currently working on a new update.

If anyone has any ideas or requests, please throw them in this thread:

What I have done:
- Thrown in a lot more fluff and rules about cults.
- Removed Magic Reserve - it needs more testing and thought, so it has been removed, perhaps until later.

What I am currently working on:
- Heroic Abilities
- New Spells, both common, divine and sorcery.

Both of the above I am looking massively for input on.

What I intend to finish:
- Add a bunch more sample NPCs (iconic character types: airship captains, explorers, inquisitves etc), and a few iconic D&D monsters (I'm thinking beholder, illithid, displacer beast ... )
- Add a bunch more magic items, especially spell storing items.
- Fix the Valenar scimitar

In addition to this, I will perhaps make a d20 -> GFKARQ2 conversion program, where you can just throw in a statblock and get a new one back. I will probably need a free-time programing project during summer anyway.

Any comments, suggestion and general swagglyness is appreciated :)

- Dan
 
Great work Dan :)

In the process of searching for Eberron stuff, I accidentally found a Swedish RPG, called Drakar och Demoner. The 5th ed of the game introduces the game world "Chronopia", which has many similarities with Eberron, so you might want to check it out for inspiration. A tad more to the dark and gritty side, I think Chronopia is kinda cool. DoD 5 came out in 1994, so it's hard to get your hands on.

Also, the DoD rules are a BRP derivative so import of stuff to MRQ2 shouldn't be very hard. Actually, many of the things that MRQ1 brought us were already there in DoD, for example Heroic feats, D10 for initiative and so on.

Personally, I will mix Eberron and Chronopia for my future campaign out of Glorantha.

Post me if you're interested, and I might help you locate the book(s) :)
 
Hello all.

I'm almost done with the things I wanted. I will upload in mid next week (as I'm away from my desktop atm). Please, if there are any requests give them here or in a PM and I will see what I can do.

So far the book has grown with about 50 pages.. some from layout changes, but there is a pot of new content also.

A starting adventure Sadly won't be added until the next update, at the earliest.

- Dan
 
Brilliant work!

I look forward to more NPCs and monsters, can't ever get enough of that sort of thing, which (with your permission) I will shamelessly use for other MRQ2 games.
 
danskmacabre said:
Brilliant work!

I look forward to more NPCs and monsters, can't ever get enough of that sort of thing, which (with your permission) I will shamelessly use for other MRQ2 games.

errrr, i did not think about asking, i have totally stole these already - cos they so damn good!
 
danskmacabre said:
Brilliant work!

I look forward to more NPCs and monsters, can't ever get enough of that sort of thing, which (with your permission) I will shamelessly use for other MRQ2 games.

No problem. You are free to use anything non-commercially :)

I have added some more monsters, mainly iconic D&D monsters, demons & devils. And a bunch of sample Eberron-related NPCs (an airship captain, artficer, bounty hunter, inquisitive etc.). Please give a yell if there's some specific NPC you'd like.

And I have added a bunch of magic items too.. and changed the item creation rules /artificer skill for the better. Mixster helped me realised they were pretty powerful ;)

But well, you have until I guess sunday or monday before I probably won't have time to add requests. Less if they're large.

- Dan
 
danskmacabre said:
Brilliant work!

I look forward to more NPCs and monsters, can't ever get enough of that sort of thing, which (with your permission) I will shamelessly use for other MRQ2 games.

Are there some specifik NPCs or monsters you'd like to see?
 
Will upload the new pdf this evening. There should be a pending update of the psionics system coming some time after that by Mixster.

- Dan
 
Yeah, that update will probably come when I have more time on my hands. The changes will probably be:

- Change to POW based Casting (using INT for the score makes psionics too SAD)
- Passive Abilities for each disicpline when focused (atm. Psionics is both less versatile, and mostly weaker than the other magic systems, it also is hardly more consistent than common magic. Passive abilities would increase how long it worked.)
- Re-tweaking of a lot of powers. (Many of the powers are powerwise too weak, or too situational, I want the system to be close to Spirit Magic in duration, but around common magic in effectiveness. Atm, the powers are hardly on par with the best common magic spells, and the duration just isn't there).
 
Here it is, the newest version of the pdf. It has grown from around 80 pages to 145. This includes some new content, namely:

- New spells.
- New monsters
- Added cult spells & skills for the religions.
- Added more fluff info, on races, religions and cultures.
- Revamped some professions
- Removed Magic Reserve due to balance reasons.
- Changed Artifice skill due to balance reasons.
- Revamped item creation rules due to balance reasons.
- Loads of minor changes abound that I have forgotten about.

My thoughts on the future:
- Making a program/webpage to easily convert d20 monsters to MRQ2
- Making an Eberron name generator
- Including a starting adventure
- More spells / Monsters will probably be added with each new update. Please give a shout if you have requests.
- Mixster will update Psionics some time soon. If they grow too much, Mixster and I will perhaps take a talk about seperating it from the book into its own.
- Will probably soon make a thread with my current campaign and its events.

It will be some time before any major update, as I am now working on a Viking town write-up. But I will keep working on Eberron on the side, as it's my precious :)

- Dan
 
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