A specific question about EQRPG races/classes

Wolfx

Explorer
I know that this has somewhat been discussed, but I have what I think is a bit different of a question. I have the EQPHB and like what I see, but I want to put it into a world that I have been using with 3E. My situation is best summed up by a previous post by "midknight12" below.

"An EQ character is about double as powerful as a DnD character. If you are wondering about the video game, the computer characters lvl is equal to half of EQ pnp character.

As for monsters, this is a much different situation. In our EQ game, I had to double the monster's CR. If the party was 3rd lvl, the monster CR should be 6. While at first I was concerned about hp differences (because EQ has about the same hp increments as DnD), the healers are so strong in healing magic that they kept up the hit points."

My question is are the characters double the power because of the new classes, the racial bonuses or both?

I want to add the newer races and the classes into my setting, but I don't want to worry about CR's for monsters in the MM1 or MM2. I just want to be able to use them as needed.

What would a person need to do in order to make the EQ stuff playable in a regular 3E game?

Thanks for reading through my rambling, and for any help you can give.
:p
 

log in or register to remove this ad

Note:

The CRs are actualy right for the game, I suspect. The game generaly works on the assumption that you are fighting numerous things at one time, in very hostile territory. A bit more... "lively"... combat than DnD standard.
 

I appreciate your response Tsyr, but I am mainly looking to see if
the classes in EQRPG are of a comparable level to the ones in D&D PHB without factoring in EQs races.

I like the feel of the classes in EQRPG, but I don't plan on using EQs racial stat modifiers. I just don't want to have to much tweaking to the classes.
 

This is without actual playtest, but my gut feeling is, in combat, they would be more powerful. But less versitile overall... look at the spell lists for most classes... combat oriented spells, mostly. A few exceptions, esp. for the mage, but still a fairly limited list.
 

This brings me back to my original question. Why a would the classes be more powerful than the standard ones?

The magic using classes may have more combat oriented spells but you can limit how many a character learns, since a beginning characters only gets 4 (2 if a bard or hybrid) and any additional ones have to be purchased or found.

Outside of those classes what could be done (if anything) to balance out the rest of the EQ classes?

Thanks again for your input.
 

I have the EQ RPG PH too...

Pertaining to porting EQ classes over to one's D&D game: if you do, port all of them over and remove the D&D 3E ones. Use one set or the other, but I wouldn't mix things up--it could get very messy mechanically speaking--such as the EQ Necromancer vs the 3E Necromancer Specialist Wizard. I don't think EQ classes are more powerful than 3E classes, but they certainly "feel" and "operate" differently. Compare the EQ Cleric to the 3E Cleric, not quite the same "animal". EQ classes don't conceptually mesh well with 3E's either it seems to me.

A note about the XPs... I did the math and the XP requirement to advance a level in in EQ RPG is in fact exactly double 3E's. Also, and this is sort of odd, the XPs earned per CR (posted at the EQ RPG website) calculates to 2.33 times 3E's values. (I expected this too would be exactly double.) Strange...

I think the EQ RPG is interesting. It has polished some d20 mechanics and introduced some solutions to "bugbears" in the D&D 3E rules--frex: a new mana points system instead of prepare-and-forget! :)

However, if you mix and match EQ components with your D&D game, watch out for mechanical "weirdness". These two system variants do not flawlessly dovetail together! I think S&SS did a good job, but no one can predict all possible problems that might arise with d20 rules variants.

Have fun :)

-W.
 
Last edited:

Remove ads

Top