Ghaaa! im at it again!

Its been my experience that trying to modify another game to "feel like D&D" often ends up being less satisfactory to D&D players, than simply taking the new game and using it for what it is.
 
weasel_fierce said:
Its been my experience that trying to modify another game to "feel like D&D" often ends up being less satisfactory to D&D players, than simply taking the new game and using it for what it is.

The intent here is that someone wants to use D&D monsters and PC races in a RQ game set in a D&D-style world. The suggestions for how to convert them over are based on that. Similarly, just because D&D and RQ both have things called elves and dwarves doesn't mean that they are actually the same thing. Furthermore, if you look at all the D&D PC races in RQ terms they are all strictly superior to Humans. If you and your players are happy with that then fine. If not then I suggest giving human PCs a bit of extra training before the start of a campaign to represent human adaptability.
 
Lakritsploppen said:
Deleriad!! Awsome!!! this is looking better & better....
Txs, txs

Dungeons & Dragons Rune Quest edition!!!
On the cover of the players handbook an female mage with wonderbra & a Duck warrior!!

:D

Deleriad, when it comes to monster how did you do it for your Iron kingdoms conversion?

Probably going to use broos as gnolls
orcs,& goblins normal
Bugbears = dark trolls
Kobolds trollkin?

I just do a policy of "convert on demand". Ogrun are ogrun. Gnolls are gnolls. Gatormen are gatormen. Broos don't appear in the Iron Kingdoms.

I might look at existing Runequest creatures as guidelines for converting D&D monsters over (and vice versa), but in general I just look at the stats in D&D and come up with what makes sense in the Runequest game.

Unfortunately, I have a reputation for coming up with a hundred ideas and not following through on them, so I haven't actually converted any monsters over yet. One thing I would watch for is damage: D&D is based on doing lots of damage, while Runequest is based on not taking damage in the first place. So in converting over tough monsters, I'd consider on a case-by-case bases whether the damage should be reduced.

On the other hand, if something like a warjack hits you dead on, you probably will be dead. Moral of the story is not to let a warjack hit you dead on.
 
weasel_fierce said:
Its been my experience that trying to modify another game to "feel like D&D" often ends up being less satisfactory to D&D players, than simply taking the new game and using it for what it is.

I agree. In converting IK over to Runequest, my philosophy is to make something new. In fact, the motivation is that I think Runequest is a good game system for IK, but both are changed.

For example, runes became a lot more prominent in my musings. Gun mages, arcane mekanics, sorcerers, warbards, and wizards are all runecasters. Even druids have a very dangerous rune (dangerous because improper use of that rune could attract attention from a hostile god).

Also, tactics change. Instead of relying on a "fortress of hit points", Runequest characters have to rely on Dodging and being careful. This makes steamjacks a lot safer to go up against, as long as you are able to reserve a Dodge to dodge the steamjack. Warjacks, being military models, are more dangerous, but the principle is the same: never let a 'jack get a solid blow against your PC.

But the culture, monsters, and religion remains based in the original flavor text. I've tweaked it a little, giving each of the deities a rune, and having Thamar be generous in handing out runes to mortals.

I think it is a beautiful thing, and hope to run it with a real group some day.
 
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