[Rq-rules] Conversion of D&D module?

Lance Dyas lancelot at inetnebr.com
Sun Jan 7 09:51:24 PST 2007


Gary Sturgess wrote:
> On 1/7/07, Peter Brink <peter.brink at brinkdata.se> wrote:
>> It's quite possible that I have used the wrong label for my
>> "conversions", perhaps I should have called them "How to import..."
>> instead. Because that is the purpose. Doing a one-by-one conversion of a
>> lot of spells is very time consuming, if one could import a whole bunch
>> of spells then that would save you a lot of time.
>
> Well, D&D is an appallingly bad choice for "import", in my opinion,
> because there simply isn't any consistency at all to the spells 
It is rather like a soup... with conflicting spices there is
something for everyone but I dont like carrots blended in my bananas
and I can't quite figure out what the stringy bits are.
> or
> indeed the magic system in general. 
eye spell slots... gack
> This isn't even controversial from
> WotC POV; there are several spells of each level that are openly
> admitted to be more powerful than others, and they're there as much
> for "grandfather" reasons as any others. Of course you could do as you
> suggest and have a system that basically pulls in the lot by level,
> but then you are also importing all of D&D's balance problems along
> with it (as well as losing the unique features of RQ in the process).
 one translation I seen had each level as 2 with more powerful magics as 
the second
grade within that level...it resulted in 4 levels of spells available to 
a 1st level character
tweaking the spells could give a bit more balance but wouldn't help with 
logarithmic
potence.
> This is less true of GURPS though; the GURPS conversion in general I
> don't see any issues with.
>
Gurps Umana is really worth importing, if you never heard of it look it up.
very cool magic in fact it would be an awesome backend for sorcery for brp.
> In a nutshell, D&D assumes that a party of 4 powerful adventurers can
> triumph over a dozen or more less skilled opposition. BRP (at least
> most variants; Superworld is a probable exception) makes no such
> adjustments; numerical superiority counts for a lot more. Especially
> in RQ, where one nasty critical can really spoil your day; even Rune
> Level PCs will struggle against significant numerical superiority of
> weaker opposition.
>  
I agree one would need if you wish to import magic from D&D
to bring better capability in fighting multiple adversaries into
the BRP combat system

I have little interest in such an import but improved fighting against many
really does fit some genres very well so it sparks an interest in me...
and the mechanics might be around in RQ land someplace already

Decrease the penalty for multiple action performance could be a simple step.

Stormbringer had a riposte rule that allowed one to launch an additional
attacks against an opponent with a higher quality parry roll. Decreasing 
the threshold
for gaining this ability (you had to be a master in SB) make it apply to 
dodges not just parries
(maybe for the master any failed attack against you) and  reduce the 
penalty on each subsequent roll and we are coming along nicely.

This could be combined with diverting opponents attacks into your 
opponents allies so the additional attack could be considered coming 
from any of your failed opponents attack.

<Visualisations>
example I parry your spear and it strikes your ally to the left of me.

another might be a well timed duck where each opponent  slashes one
of his allies, in addition to your one attack ( additional attacks 
should still be based on your combat skill not theres and could even 
still have a penalty on it.. damage based on there weapon)

another envisoning you dodge behind one of them using him as living shield

This could be fun where the unarmed and unarmored hero allah Lancelot 
defeats multiple
armed and armored opponents.

Minimizing them critical failures in combat might be vital to remember 
if you want heros to fight again and again and again. ;-) allow more 
Fate/Hero points.


 
 
 







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