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d20 Runequest
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<blockquote data-quote="radferth" data-source="post: 292625" data-attributes="member: 5791"><p><strong>a poor start</strong></p><p></p><p>I too used to play RQ, using 3rd ed RG rules, set in Glorantha. I liked the RQ rules OK, but it seemed to me that (in my group at least) there ended up being a lot of number-crunching metagamesmanship going on.</p><p></p><p>In any case I made a poor start at making some d20 rules for glorantha. I thought about going classless (things like skills, saves and BAB are developed separately), but decided it was a lot of work for little payoff. I had posted some of what I came up with to a website, but have since lost track of the site. (I really should find it again). Some of the base concepts I remember are:</p><p></p><p>Things that result in POW gain or loss in RQ are XP gain or loss in d20.</p><p>Rune priest and rune lord are prestige classes, which have the major benefit of an allied spirit, which gives and extra spellcasting action per round.</p><p>I jerry-rigged a point-based spellcasting system, but decided it was no good.</p><p></p><p>Basically, all one needs is a mechanic for Spirit Magic, and d20 can work fine for a Gloranthan campaign. It won't be the same as an RQ game, but it should work. I guess I would suggest get rid of the spellcasting core classes. Come up with a spirit magic system that all can use (through feats). I would use some sort of broad class system like CoC, with just 3 or 4 base classes. A combat specialist (based on fighter, d8 hp, 4 skl pt), and skill specialist (based on rogue, d6 hp, 8 skl pt) and a magic specialist (good question, d6 hp, 4 skl pt). I would probably allow mostly free skill sselection, and free multiclassing. Of course, in keeping with the setting, one will require a fair amount of magic skill for any decent prestige classes (shaman, rune priest, etc). One might need to grant more feats, and convert some specific class abilities into feats.</p><p></p><p>Let me know at <a href="mailto:danlemaster@earthlink.net">danlemaster@earthlink.net</a> if you want to hear when I get this reworked.</p></blockquote><p></p>
[QUOTE="radferth, post: 292625, member: 5791"] [b]a poor start[/b] I too used to play RQ, using 3rd ed RG rules, set in Glorantha. I liked the RQ rules OK, but it seemed to me that (in my group at least) there ended up being a lot of number-crunching metagamesmanship going on. In any case I made a poor start at making some d20 rules for glorantha. I thought about going classless (things like skills, saves and BAB are developed separately), but decided it was a lot of work for little payoff. I had posted some of what I came up with to a website, but have since lost track of the site. (I really should find it again). Some of the base concepts I remember are: Things that result in POW gain or loss in RQ are XP gain or loss in d20. Rune priest and rune lord are prestige classes, which have the major benefit of an allied spirit, which gives and extra spellcasting action per round. I jerry-rigged a point-based spellcasting system, but decided it was no good. Basically, all one needs is a mechanic for Spirit Magic, and d20 can work fine for a Gloranthan campaign. It won't be the same as an RQ game, but it should work. I guess I would suggest get rid of the spellcasting core classes. Come up with a spirit magic system that all can use (through feats). I would use some sort of broad class system like CoC, with just 3 or 4 base classes. A combat specialist (based on fighter, d8 hp, 4 skl pt), and skill specialist (based on rogue, d6 hp, 8 skl pt) and a magic specialist (good question, d6 hp, 4 skl pt). I would probably allow mostly free skill sselection, and free multiclassing. Of course, in keeping with the setting, one will require a fair amount of magic skill for any decent prestige classes (shaman, rune priest, etc). One might need to grant more feats, and convert some specific class abilities into feats. Let me know at [email]danlemaster@earthlink.net[/email] if you want to hear when I get this reworked. [/QUOTE]
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