danskmacabre
Mongoose
As I've said before I have some players I run Pathfinder for, as I can get PF players fairly easily.
However I WOULD like to run MRQ2 which is my system of choice really (Although PF DOES have it merits).
For the most part the players in my PF campaign have pretty clearly stated they prefer the herioc feel to PF as opposed to the grittiness of MRQ2 (Not all the players are like this one or 2 have expressed interest in MRQ2).
I think once they try it out they'll really like the CMs and the hit locations etc which make combat far more interesting over DnD.
So I'm thinking of a way to AT FIRST kind of give MRQ2 a DnD feel so they don't just go into an adventure and charge in and get chopped up into little pieces and never want to play MRQ2 again.
I've been thinking of various approaches to this:
1: just make monsters weaker, fudge rolls in the players favour
2: Make the starting characters more powerful, give them more starting skill points.
3: Stick in more magic items
Any suggestions on how I can pull this off?
However I WOULD like to run MRQ2 which is my system of choice really (Although PF DOES have it merits).
For the most part the players in my PF campaign have pretty clearly stated they prefer the herioc feel to PF as opposed to the grittiness of MRQ2 (Not all the players are like this one or 2 have expressed interest in MRQ2).
I think once they try it out they'll really like the CMs and the hit locations etc which make combat far more interesting over DnD.
So I'm thinking of a way to AT FIRST kind of give MRQ2 a DnD feel so they don't just go into an adventure and charge in and get chopped up into little pieces and never want to play MRQ2 again.
I've been thinking of various approaches to this:
1: just make monsters weaker, fudge rolls in the players favour
2: Make the starting characters more powerful, give them more starting skill points.
3: Stick in more magic items
Any suggestions on how I can pull this off?