[Rq-rules] Conversion of D&D module?
Styopa
styopa1 at gmail.com
Fri Dec 15 07:36:35 PST 2006
On 12/14/06, Peter Brink <peter.brink at brinkdata.se> wrote:
>
> Styopa skrev:
> > I'm nearly finished with an RQ conversion of TSRs C1-Hidden Shrine of
> > Tamoachan - anyone interested in it?
>
> If you want to I could post it on website of mine, then you wouldn't
> have to send out a bunch of emails with the same content.
>
> Next, I'd be interested in your conversion methodology. I have a few
> notes of my own (at
> http://recipes.rollspelshornan.se/Conversions/DungeonsAndDragons ) and
> I'd like to make those notes as complete and useful as possible.
>
> Finally, you mention an excel spreadsheet - any chance you'd like to
> share it?
> /Peter Brink
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1) to all the folks who've asked (great response!), I will be sending the
conversion out this afternoon.
2) I'll also send to Peter, who's graciously offered to host it.
For all - the RQ-Roller is hosted on Simon's site (www.soltakss.com)
currently; I just sent him an updated version - Simon, could you please post
a link? I couldn't find it on your front page.
If you're downloading, please make sure you get RQ-Roller 12-11-06 for the
most recently updated version.
Peter:
I like your conversion methodology. It's far more rigorous than mine. I've
been playing D&D since 1979 and RQ since 1980, I tend to just wing it as far
as what feels right to me. Using my RQ-roller program, I've had good luck
generating characters/creatures that feel right using the following ratings:
(this is raw skill, not including base to hit, or A% (manipulation) bonus)
Heroic 100 (D&D lvl 15+)
Excellent 80 elite or expert (D&D lvl 12-16)
Superior 60 veteran (D&D lvl 9-12)
Good 40 good training AND experience (D&D lvl 6-8)
Average 20 good training or some experience (D&D lvl 4-5)
Inferior 10 basic level of training, no experience (D&D lvl 2-3)
Novice 5 introductory training, unfamiliar (D&D lvl 1)
Untrained 0 (D&D lvl 0)
(yes, there's overlap at the highest levels, obviously those conversions
take more 'crafting')
For the lowest levels, I might bump them up a category for their primary
weapon just to make them not COMPLETE pushovers.
Armor is a bit of quandary, only because everyone and their brother has
great ACs in D&D. Further armor has a MUCH more significant effect on the
difficulty of an encounter in RQ. Fighting another human in light leathers
is no big deal. Killin another human with 6ap all over is staggeringly
tougher.
Generally I give D&D creatures an armor that's a slight downgrade from what
they have in D&D - if the D&D description says Plate, I give them 5 AP
(chain). If it says their AC is due to Chainmail, I tend to give them
bezainted (4 ap) or maybe only 3ap on legs/arms. Shields (and the parry
skill of the wielder) also matter a lot more in RQ, so that weighs into the
equation as well.
For creatures with good AC based on Dodge, One needs to keep in mind that
RQ's dodge/armor paradigm is zero-sum, where D&Ds isn't (really).
For old-school D&D I tend to give them +5% to dodge based each step of their
AC that's due to it (quite a guesstimate, usually). I haven't converted
any D&D 3.5 stuff, so I haven't even thought about that.
So say your typical (old school) D&D AC3 8th level fighter, I'd probably aim
for him to have weapon attack/parry skills in the high 80s/low 90s, 5 AP
everywhere, 6 on the head/chest.
An AC -10 Will o'the Wisp would be 0 AP but 100% dodge.
Basically, as you say on your page about spells - it's more of a "best feel"
translation than a algorithmic conversion.
-Steve
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