[Rq-rules] RQ for D&D players
Robert Hoffman
IQuinn at surewest.net
Thu Mar 8 09:48:35 PST 2007
The one thing I always point out is the simplification of experience; rather
then tracking the difficulty level of encounters which translates into
generic experience points that you accumulate to gain a level and receive
points to distribute among skills - you simply track when a skill is used
and then see if you get better! I never understood the logic of global
improvement when leveling regardless of what the character did to achieve
that level.
-----Original Message-----
From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com]
On Behalf Of Peter Maranci
Sent: Thursday, March 08, 2007 9:31 AM
To: RuneQuest-Rules
Subject: [Rq-rules] RQ for D&D players
I'm trying to persuade the D&D group I play with to try a one-shot RuneQuest
scenario. Some of them have expressed reluctance, saying that they don't
want to learn a whole new system just for a one-shot.
I tried to explain that RQ is very easy to learn compared to D&D, and that
the two systems are very similar in many ways, but I haven't quite convinced
them. How would you explain it?
I'm planning to run RQIII or fantasy BRP/d100 with RQIII-compatible rules,
incidentally.
You know, this really is something that I should write up and post on my
website, now that I think of it.
--
Peter Maranci - pmaranci at gmail.com
Pete's RuneQuest & Roleplaying! http://www.runequest.org/rq.htm
The Diary of An Invisible Man: http://bobquasit.livejournal.com/
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