Using RQ6 with Elric/Legend

danskmacabre

Mongoose
So I'm looking at using RQ6 with my Elric campaign.
Has anyone looked at this yet?
Have you noticed any obvious gotchas?

As far as I can see it should be a fairly smooth transition, I'm not going to re-generate characters in RQ6 as they're very similar, but will be using the RQ6 advanced game mechanics.
 
If any of your players have Pacts (POW sacrifice), this option does not expressly exist in RQ6. Would probably be easiest to keep Legend-style Divine magic for that.

Otherwise I agree should be very straightforward to transition.
 
RangerDan said:
If any of your players have Pacts (POW sacrifice), this option does not expressly exist in RQ6. Would probably be easiest to keep Legend-style Divine magic for that.

Otherwise I agree should be very straightforward to transition.

Seems pretty similar to me. Devotional Pool = Dedicated POW. Exhort = Lore. Devotion = Pact.

The major difference seems to be that Heroic Abilities have been dropped in RQ6. Some have become mystical talents and others cult gifts and the remainder dropped entirely.
 
Seems pretty similar to me. Devotional Pool = Dedicated POW. Exhort = Lore. Devotion = Pact.

The major difference seems to be that Heroic Abilities have been dropped in RQ6. Some have become mystical talents and others cult gifts and the remainder dropped entirely.

Do remember that RQ6, like Legend, is a generic set of rules. Elric has some specific requirements which means that a direct translation of theism from RQ6 is going to make sorcerers VERY powerful. Much more so than under the Elric/Legend rules. Whilst you can use a Devotional Pool, Exhort and Devotion, I would seriously recommend that the Devotional Pool reduce the MPs of the sorcerer, just as with Pact.

Heroic Abilities, I personally think, can be dropped altogether. I never liked them and they don't fit comfortably with the Elric saga.

There are no real mystical traditions in Elric, but the world is big enough for people to slot them in if they choose. I wouldn't use them, though, as a substitute for Heroic Abilities.
 
Without having had the opportunity yet to read through RQ6 (pre-order will be on it's way shortly, just have to convince the better half that $50.00 + postage is a good deal !) why can't you just keep the Pacts and magic as is?

That's the beauty of this system. Because it's all very modular I would think you could pick and choose which bits to integrate and which to leave alone. Personally, that's what I'll be doing.

I mean just because you're upgrading, doesn't mean you have to change everything - just change the bits you're not happy with. Surely that would be simpler?
 
For Elric specific rules I will just stick with the Elric/LEGEND rules for Magic and character gen in general. Will use the RQ6 combat styles and all that goes with it.
I will keep Heroic abilities, but WILL use the RQ6 combat system (with a few tweaks).
People are already using heroic abilities which they saved up their points to spend on characters, so I'm not taking that away from them.

I'm pretty happy with Legend although am quite keen on giving the RQ6 combat a go. Quite like the combat traits etc and the expanded combat rules in general.
Won't be using the tactical rules, just use the standard RQ6 rules which work fine with a battlemat anyway (now the move/attack thing in that thread on RPG.NET has clarified things)..

Won't using any of the RQ6 magic (or Legend magic), as we know Elric has it's own magic system.

Will be using pacts, gifts etc as Elric rules. SO really all I'm doing is bolting on the RQ6 combat rules which are very similar but an expanded version of Legend.
I will be keeping the 8 movement rate for standard humans that Elric/Legend have (as opposed to the 6 movement points that RQ6 use)

I have also houseruled charging somewhat, mostly to keep the game flowing smoothly.

Thanks for the comments all, it was helpful.
 
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