I am currently using the Legend system but plan to upgrade to to RuneQuest 6 once my wallet allows it. I didn't plan on it since I thought the changes was so minor I saw no need for it. But finally got a chance to browse through a pdf copy of the game and I liked what I saw and will be nice to have everything gathered into one book. But it still applies mostly to my experiences with Legend until that happens.
But what brought me here was after I converted a Pathfinder adventure to Legend.
Made me think about converting Forgotten Realm for play with RQ/Legend rules that are far superior in my opinion and makes combat way more interesting. After all I still have a huge library of Forgotten Realms modules and fond memories of the adventures in that world that I wanna bring back but for use with a good rule system.
I found that once you nailed down all the small details and formed a consistent template converting characters was actually quite easy. I might post my final write up of the template that formed when converting my first adventure.
Either way thinking about converting I have narrowed it down to two paths. It is mostly concerning all the different monsters and races and would appreciate some opinions on the matter.
Option 1: Is to ignore the RQ/Legend monsters and races and just use the stats from existing monsters (mostly D&D 3rd Edition stuff) with minor changes to bring them into line with the current rules. For example instead of using the Legend elf I create a new one from the basic elf in D&D3,5 that represents the FR Moon Elf. In D&D the elf has the Ability Adjustments of +2 Dexterity &-2 Constitution and some other abilities but the most important one being Low-Light Vision. The average elf is 5' (152 cm) and weighs around 105-110 lb. (48-50 kg). Legend doesn't have a SIZ chart so I refer to my copy of BRP and find that that is an average of SIZ 8. I know a very similar table exists in RuneQuest 6 that can be used. So now we know that the stats should be about the same as humans except 3D6+2 in DEX, 2D6+2 in CON. I try to avoid using a negative modifier on attribute rolls so I just remove a dice and place a bonus to get the appropriate average. To get an average roll 8 on SIZ we pick 2D6+1 for that roll. Finally we browse through the Traits and Chaotic Features in Monsters of Legend and the only appropriate one we find is Night Sight to replace Low Light Vision so the Moon Elf gain that. The rest we just ignore and voila a finished Moon Elf for use with Legend.
Option 2: Here we just go through the Monsters of Legend book and replace the D&D equivalent monster we can find with the Legend ones.
Most of the creatures in Monsters of Legend do have a similar creature in Monster Manual/Forgotten Realms that it can replace. For the variants of the base races you just use the Legend base and modify it from there. For example the Legend elf stats replace the Moon Elf stats since that is the base elf stats for FR. For all other elven subraces we just take the differences between Moon Elf and the other race and apply it to the Legend elf in a similar way as in Option 1 above. For example a Sun Elf have +2 INT and -2 CON instead of the +2 DEX and -2 CON the Moon Elf have. No other differences are listed. To sum it up the CON modification are the same so that is not changed. But the Sun Elf should have -2 DEX and +2 INT compared to the base elf template. No other differences are listed. Using the Legend elf as Base Elf template we should apply the modifications for a final result of 3D6+4 DEX and 3D6+8 INT. Done!
I am leaning toward Option 2 in regarding the race and monster conversion. Example Hobgoblins are a larger variant of Goblins so I compare the differences in a similar way as the example in Option 2 to get the new monster. For all other monster I can just recreate it according to Option 1 since I have nothing to compare it too.
Some other details I have already figured out is that armors are generally lower in Legend than D&D but is easy. The highest unmagical armor in D&D is Plate Mail and gives an armor bonus of +8. The best armor in Legend give an AP of 6. That is an 6/8 simplified to 3/4 conversion ratio of armor bonus to AP. This can be used when converting natural armors to AP too.
Common Magic normally are not available as a Common Skill. But races with spell like get it as a Common Skill to replace the spell like abilities. The Gamemaster should decide what Common Magic spells the race get that best represent the old D&D spells.
Now we just have the Divine Magic left but I already have ideas how to do that too and create the Divine Cults to represent the portfolio for each religion.
This became a long rant with only some of the ideas I have in my head at the moment. But the biggest hurdle I have at the moment is deciding if I should go with Option 1 or Option 2 for most of the conversion and opinions on that or maybe new ideas I have forgotten about. Of course there will be changes making it slightly different from the Forgotten Realms according to the D&D 3rd Edition rules. But then again there where a lot of changes to Forgotten Realms between AD&D 2nd Edition to D&D 3rd Edition. I have chosen to ignore the 4th Edition changes to Forgotten Realms since the gap in time between 3rd and 4th edition was so great.