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1st level forever: an experiment
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<blockquote data-quote="Dr Simon" data-source="post: 2018437" data-attributes="member: 21938"><p>The difference with RQ is that characters have more active means at avoiding damage - you have skills in Parry and Dodge which are very useful, plus armour acts as a Damage Reduction mechanism. Furthermore, everyone has access to minor buffing magic which can bump protection up a bit further.</p><p></p><p>So, RQ characters are more fragile than D&D characters, and susceptible to a lucky hit. In terms of skills, though, a beginning RQ character is about equivalent to a 3rd-4th level D&D character.</p><p></p><p>I think the easiest way to create what you want is to use D&D as is, except that when a character increases a level they get either no HP or (better) a small amount. (This, BTW, is what is used in the Babylon 5 d20 RPG - the B5 RPG has one other difference in that rather than give you bonus HP, high Con grants you a better chance to stabilise).</p><p></p><p>I think an increase in HPs of some sort is vital for a D&D-based game without completely overhauling the system since a lot more damage can be dealt in D&D than it usually is in RuneQuest and you without some extra defensive capabilities you will end up with a lot of dead PCs, even if the players are clever and use tactics rather than "Hit 'em".</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 2018437, member: 21938"] The difference with RQ is that characters have more active means at avoiding damage - you have skills in Parry and Dodge which are very useful, plus armour acts as a Damage Reduction mechanism. Furthermore, everyone has access to minor buffing magic which can bump protection up a bit further. So, RQ characters are more fragile than D&D characters, and susceptible to a lucky hit. In terms of skills, though, a beginning RQ character is about equivalent to a 3rd-4th level D&D character. I think the easiest way to create what you want is to use D&D as is, except that when a character increases a level they get either no HP or (better) a small amount. (This, BTW, is what is used in the Babylon 5 d20 RPG - the B5 RPG has one other difference in that rather than give you bonus HP, high Con grants you a better chance to stabilise). I think an increase in HPs of some sort is vital for a D&D-based game without completely overhauling the system since a lot more damage can be dealt in D&D than it usually is in RuneQuest and you without some extra defensive capabilities you will end up with a lot of dead PCs, even if the players are clever and use tactics rather than "Hit 'em". [/QUOTE]
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