Prime_Evil said:Redcrow said:So far I've had good success running WFRP using the MRQ2 ruleset with my group.
That's an interesting combination. Would you consider creating a thread to discuss your experiences and share any conversion advice that you might have?
To be honest I haven't done a great deal of conversion and most of what I have done has just been 'on-the-spot' and only as needed.
Originally I was going to convert all the spells from WFRP 2e into MRQ2/Legend and separate them out by Colour/Grimoire, but then I decided (based on pure laziness) that I preferred the Battle Mage setup from 1e WFRP. I banned a few spells (like Teleport, Resurrect, Regenerate Limb, etc.) that just didn't fit the tone of WFRP. Those spells may exist somewhere in the world but they are typically beyond the ability of PCs in my game.
I wanted to use Tzeentch's Curse from WFRP 2e as a way to curb the abuse of magic so whenever a character rolls doubles (i.e. 11, 22, 33, etc.) while casting a spell they invoke it. The higher the roll the worse the effect (11, 22, 33, 44, 55 = Minor Effect), (66, 77, 88, 99 = Medium Effect), (00 = Catastrophic Effect). I've toyed with the idea of shifting the Effects based on spell Magnitude with the idea that the more raw power (i.e. spellpoints) put into a spell, the more potential it would have to create a worse Effect from Tzeentch's Curse if a double is rolled. OTH I wanted skill to play some part in helping to minimize the Effect, so in the end laziness won out again and I just called it a wash.
Fear, Terror & Insanity. I basically use the Insanity rules from Necromantic Arts but with the actual Insanities themselves coming from WFRP 1e (I thought the WFRP 2e Insanities were too harsh). Fear & Terror in my game are just straight-up Persistence Tests (not opposed rolls as NA suggests) and modified by the creature. So encountering a minor vampire might be a Persistence Test at -10% while encountering a Bloodthirster might be a Persistence Test at -30% or more.
If the creature induces Fear I give the Player 3 options for how it affects their character. Option 1: Panicked Attack... the character lashes out frantically attacking at -20% to skill and cannot use any CA's to defend until the fear ends. Option 2: Panicked Defense... the character frantically defends, dodging and parrying at -20% to skill and cannot use any CA's to attack until the fear ends. Option 3: Panicked Flight... the character runs away at top speed and continues until the fear ends. At the beginning of each round PCs can roll another Persistence Test to overcome the effects of Fear.
If the creature induces Terror the effects are the same as in WFRP 2e i.e. runaway at top speed if possible or curl up in a ball on the floor and count as helpless if not possible. Critical failure always results in the latter in my games.
Any other questions or ideas?