Mark Mohrfield said:First off, my orginal comparsion of AP to HPs holds. I was doing a comparison of combat in the orginal post and how HQ combat differens in feel from RQ combat. Rolling a d20 and losing points is something that HQ and D&D share.
Mark Mohrfield said:But gaining points is something they do not share. Really "You role a twenty sider in both games" is a rather superficial similarity.
Gaining points doesn't come up that often,b eing limited to extended tests. Even the raise, is limited to what can be transferred from the oppoent, so it really is just speeding up the dropping of points of the opposition. D&D healing being as common as it is, does mean that points going up in combat are likely.
Mark Mohrfield said:On the characters: The only D&D-style (Actually Arduin) ones I've seen were in the back of Wyrms Footprints, reprinted from Wyrms Footnotes. These are credited to one Dave Hargrave.
That was because Arduin was orginally written to be the Glorantha RPG. It was Greg's regection of Arduin that led eventually to RQ.
Mark Mohrfield said:On Perrin being a Gloranthaphile: Apparantly he isn't. IIRC he's specifically said he isn't, and the on the one occasion I met him face to face at a RQ con he asked the GM what the Kingdom of War was, which would seem to confirm that. As for the original drafts being more D&D like, it is my understanding that this is exactly what he changed when he came aboard the project.
Yeah, Steve isn't a Gloranthaphile. THat is part of the reason why he has done a lot of work on the non-Gloranthan stuff. Not knowing Kingosm of War is easy to explain, not much was mentioned about it until RQ3's Glroantha book anyway. THat was one of the projects that Steve had little to do with. He was ussally called in to write a game system, while others came in to write the setting and adventures.
Steve is generally creditied with most of the changes to the second rules set. It was still very D&D ish until he decided to go off in a differenrt direction. In the end we got RQ. According to both Greg and Steve RQ and GLorantha were never really a good match.
Mark Mohrfield said:On running a Glorantha campaign using D&D rules: Difficult but possible. It would definitely require a whole new magic system.
Maybe. Some of Greg's recent comments seem to indicate that he isn't worried much about the magic system used in Glorantha. IMO, I'd probably use something different. THe biggest problem is with the actual D&D spells rather than the system used to implement it.
Back wihen I wrote my "crossover" adventure for D&D 3.0 I worked up a simple interpretation of Battle./Spirit Magic that worked okay in D&D. THe biggest problem was actually figuring out how to work Heal into D&D. I think I went with 1HP/character level to get the same sort of effect it got in RQ. THat is Heal 1 = 1 day's healing.
With MRQ it would be even easier to mate up, since many D&D concepts have counterparts in MRQ (but not in RQ). Persistence for Will saves, Resilience for CON saves, Dodge for DEX saves. POW variance from spellcasting not affecting magic combat. Heck a d20 Sourcebook for Imperal Age would be easy.
Heck you could do a good job of mimicing HQ's augments with the aid ability. Instead of doing RQ conversion of bladesharp, you could use Aid.
All in all it is much easier to portray Glorantha in D&D than it is to get a good conversion of a RQ character to D&D. Glorantha, is actually failry rules independant now. HQ, by being so differenrt from RQ helped in breaking GLorantha away from any particluar system.
Glorantha with D&D would be pretty easy to do. In fact, I think there is a websight or two that does it already. Not something that I'd prefer to play, but it isn't hard to do.
Mark Mohrfield said:While there's plenty of epic level stuff in HQ, there's also alot of mundane level activity such as cattle raids, match-making, etc.
Sure, but that is in pretty much every game. You need the mundane stuff to contrast with the heroic stuff. Otherwise the Heroic feels mundane. THat is one reason why most myths and legends have some pretty mundane things in them. They provide contrast and also help to anchor the myth with something "real". Doing a cattle raid in D&D wounld not be hard either. Especially if you consider the Celtic tradations that go with such raids. Many were quite larger than life too.