Jump to content
D6 Online 3.0

Tysonium

Members
  • Content Count

    25
  • Joined

  • Last visited

Everything posted by Tysonium

  1. I'm familiar with the SW conversion, and I've been pretty impressed by it. I didn't agree with some of his realm changes, but then, that's what the multiverse is for. While I do plan on making some minor changes to the invading cosms, I'm keeping them mainly as written. Most of my changes are cosmetic updates to reflect changes in the world over the intervening years, especially in the area of technology (who knew my XBox would be more powerful than most of the top-of-the-line Marketplace models?). Once I get my thoughts in order, I'll start up my TORG D6 thread and post the link.
  2. The biggest thing I've learned in a couple of decades of gaming is not to get caught up in trying to do down-to-the-last-decimal conversions of anything. I fully expect to have to do things like spells and equipment from the ground up when it's important, and to use "close enough" numbers otherwise. The value charts will prove invaluable for this. The things I wrestle with are the basics like body points vs. wounds (I may use an amalgam of both), and the TORGocentric things like reality mechanics that have no immediate D6 counterparts. (Since I've come to the conclusion that I'm using D6, should I move further musings to a thread in the D6 forums, or continue discussion here?)
  3. I am leaning toward D6 for this one - although I love Savage Worlds, I do agree D6 will suit my purposes better. I am planning on making a couple of tweaks, though. I don't really want to handle contradictions in the form of modified difficulties, as disconnection always seemed fairly binary to me. It never seemed a matter of skill or luck as much as reality suddenly noticing and saying "cut it out". I also don't particularly like adding additional die rolls to the mix, which is why I've been pondering the following: Since I'm definitely using the TORG drama deck (actually a modified version based on the Shatterzone D6 deck). I was thinking of adding a "Reality Check" line to each card, to use in conjunction with the Wild Die. If a "1" comes up on the Wild Die and the Storm Knight is currently creating a contradiction, the Reality Check would determine if he disconnects. If the check is being made out of rounds, I could just flip the next card on the deck to determine if the character disconnects or not. I'm strongly considering not bothering with distinguishing between 1- and 4- case contradictions and just checking for whether or not the character is creating any sort of contradiction, just to keep things simple. Any thoughts on the matter?
  4. I'm not quite as concerned with the effects of disconnection -- being forced to operate by the rules of the reality you're in without being able to make contradictions is more effective than any penalties would be. My question was more of how to handle the mechanics of disconnection itself. I guess for either system a critical failure using an unsupported tool could be considered to cause a disconnection. My worry is that it would happen too often... but I'm not sure if that's a bad thing or not. One of the complaints that I've had in games I've run before was on the difficulty (or lack thereof) of reconnection, making a disconnect more a "lose a turn" mechanic than a roleplaying challenge (granted, a fault with the players, but one that tended to be supported by the mechanics). Perhaps an increase in frequency, combined with a more lengthy reconnect time (say, not until the end of the scene) would work.
  5. I'm going to have several months of downtime coming up, and am considering taking the time to prep a new TORG campaign. Unfortunately, I know my players well enough to know that they will not embrace the system, but I've always felt the background and setting to be robust enough to do with any system. I'm considering running TORG using either the Savage Worlds or d6 systems. My question is to those familiar with both: which one do you think would best emulate the cinematic tone of the setting, and what major tweaks do you think are needed to make it workable? My biggest concern is how to handle disconnections/reconnections, as the rest can probably be emulated with their respective special effects mechanics.
  6. I always considered things like flint arrowheads and obsidian knives/blades to be usable by the edeinos. Since they are "natural" and usable without higher tech concepts like metalworking, I treated them as part of the land itself and therefore a gift of Lanala. All that's needed is a "Shape Stone" miracle, and you're good to go.
  7. An alter ego could be a disadvantage if overall the transformation hinders the character (typically if he has no control over it). Jeckyl/Hyde or a classic "Wolfman" werewolf would be good examples. While the character is transformed, he has no control over his actions, and must deal with the events that occurred while he was transformed. If the player has full control of the transformed character, then the alter ego is most likely not a disadvantage. The ability to transform would definitely be considered a special ability, and any attribute/skill/personality changes between forms would be a special effect of the transformation and not an inherent advantage on top of the cost of the special ability. I would likely require both forms to purchase the transformation ability unless there was a reason that the alternate form would not be able to control the transformation. If you could voluntarily change into a bear, but be unable to change back until sunset, then the bear form doesn't need to pay for the special ability (since it has no control over it).
  8. It really depends on the nature of the transformation. If the change is cosmetic only you could just have it be a special effect. Assuming the character physically alters his form and has different abilities than the original form, you're better off having two separate character sheets. In the first instance, the characters are likely built on the same framework, with the only major difference being age and possibly physical attributes, depending on the age disparity. For your second example I would base the two characters off of different dice allotments, to represent the sheer difference in power between the dragon form and the humanoid. Physical skills would almost definitely change between forms, but mental scores would likely stay the same unless there is a change in intelligence or personality between forms.
  9. Here are a few examples of how the Trait system works in my campaign: Trait Example #1: Kendric the Elven Scout has the "Stutterer" trait (which he just made up). He weaves it into his background as part of the reason he chose a career that keeps him away from people for long periods of time. During the session, he finds out some information that the other characters need to get from him in a hurry. If the player doesn't want to deal with it, he can just pass it along as normal. Instead, he decides to play out the "Cathcart Towers" interrogation scene from "A Fish Called Wanda". This makes me laugh hard enough that Dr. Pepper sprays everywhere, so I throw him a character point and make him go get me a towel. Later that session, he decides to try to seduce a merchant's secretary to gain access to the inner offices. He voluntarily takes a -1D penalty on all interaction rolls with her to represent his inability to speak clearly and general nervousness. Another character point comes flying his way. Trait Example #2: Lynna is an investigative reporter desperate for a story. On her first assignment she was trapped in a walk-in freezer by a snarling guardian hellhound. While she was eventually rescued, she now has "Claustrophobia" written in big bold letters on her character sheet. While pursuing a reluctant lead down an alley, he climbs down an open manhole into the sewers. Though it means losing her story, she decides she just can't do it. She gets a character point for playing out a logical but inconvenient response to her fear, and now has to find an alternate means of tracking down the information she needed. Later that night, she finds herself in an elevator with media sensation Krulla Navarre. She'd love to get a couple of good quotes regarding his most recent scandal, but it's hard to concentrate on a penetrating interview when the walls are closing in. Taking a deep breath (and a -1D penalty for the scene), she begins...
  10. In my Dragonstar D6 thread i mentioned that I was not planning on using the Advantages and Disadvantages from D6. There is tendency among players to choose the "most useful" Advantages and then try to justify them as being crucial to their characters, and to pick non-hindering "roleplaying" Disadvantages that either disrupt the campaign or effectively grant free skill dice. Talents are an attempt to define the character's most notable features, be it special training or natural ability. It is essentially one free Rank of Skill Bonus that all player characters receive. It's my version of the tag skill from Torg. Talents cannot be purchased in play, though I may set aside a character point cost to increase the +1 bonus to a +2 for each individual skill the Talent applies to. Talents: Player characters are a cut above the average citizen. Choose one area your character excels in or received special training in, and select three skills related to that area. When using your Talent, you gain a +1 bonus to all skill checks where that Talent would apply. Examples: Athletic: You gain a +1 bonus to climbing, jumping, and running checks. Charismatic: You gain a +1 bonus to command, con, and persuasion checks. S.W.A.T. Training: You gain a +1 bonus to demolitions, firearms, and tactics checks. Well-connected: You gain a +1 bonus to bureaucracy, business, and streetwise checks. Traits are a replacement for Disadvantages, mostly psychological or social in nature, though I would certainly allow a "bad leg" or "nearsighted" Trait. Rather than granting skill dice during character creation, a Trait awards character points for roleplaying the Trait. This must be in a fashion that legitimately hinders the character in some way in order to earn the point. The player can either handicap his character through his actions, or deliberately take a -1D penalty to all affected actions for the duration of the scene. Traits: As much as they’d like to deny it, everyone has a couple of quirks that can cause trouble from time to time. Choose three traits that personify your character. Exceptional roleplaying of these traits can earn your character additional character points. If the scene involves skill checks, you may take a -1D penalty on your rolls to help simulate your trait. Sample traits are: Arrogant: Your character’s pride or overconfidence typically gets him in over his head. Coward: You have difficulty being brave, and tend to run and hide at the first sign of trouble. Forgetful:/B] You tend to forget small details, either through poor memory or lack of focus. Nearsighted: You have difficulty making out details that are far away from you, and have a tendency to lose your glasses/contacts. Phobic: You have a powerfully irrational fear of something others are not bothered by. Shy: You have difficulty speaking up or relating to others in person. My species packages list several common Talents and/or Traits that species stereotypically possesses. I plan on having an extended list of options, and encourage players to create their own. Feel free to add to either list, or offer any comments/criticism.
  11. Honestly those stats could just as easily be used for half-dragons in any setting. Even if I decide to stick with the half-dragon origin, I'll likely use a variation of such (drakes could just as easily be a slang term for them, after all). The important thing overall is consistency - the problem I've had in D&D with hybrids is mechanical for the most part, and my biology rant is based in part on that knee-jerk reaction to having to deal with the various half- templates. If I keep the origin, half-dragon/drakes will still all have one set of stats rather than be a dwarf/elf/etc. with some extra draconic features. By fiat if nothing else, the humanoid dragon form will be the default, rather than draconic-looking gnomes and minotaurs. If other unions do occur, they just won't bear fruit (at least not any that can be statted as a pc.)
  12. That was in fact a sample list just to give an idea of how the Talent system works. It's essentially one free rank of Skill Bonus every character receives for a well-thought out character and to compensate for the fact that I'm not using standard Advantages and Disadvantages to help define their character. I'm planning on writing up some more, but I fully expect players to create their own Talents that fit with their character's background or training (with GM approval, of course). I'm going to write up more Traits as well, and intend to include 3-4 "stereotype" Traits with each species package to show the roleplaying "tone" of the species. We'll still have gruff dwarves, nature-loving elves, curious gnomes, and food-obsessed halflings - and now they have the chance to earn character points for playing these Traits (so long as they actually hinder the character in some way). Remember, to earn the CP they have to handicap themselves for the scene, either through roleplaying or voluntarily taking a -1D penalty to all actions that would reasonably be affected for the duration of the scene.
  13. Half-Dragons will most definitely be a part of the conversion. As I said, I just never cared for the idea that a species as powerful and arrogant as dragonkind would regularly mate with (in the standard D&D universe) just about everything except for undead and oozes. Again, a rare exception is an interesting story - literally hundreds of thousands of half-dragons as written running around strains my suspension of disbelief (and that's saying a lot). In Dragonstar D6, a percentage of dragon eggs will hatch 2-3 drakes rather than a dragon wyrmling. These drakes are basically humanoid dragons, both doted on and pitied by their draconic parents. They form a useful bridge between the dragon elite and a universe that is primarily not built to their scale, allowing them to relate better to the "little people" that are their subjects. While their lifespan may be long compared to a human, they lack their dragon parent's lifespan measured in millenia, and are likely to be spoiled rotten by their parent out of guilt and pity. Ironically, the drakes of Asamet are more likely to be self-sufficient and receive useful training, as they are seen as valuable assets to be used rather than babied and spoiled. I'm not quite certain what I will do to balance a pc drake, as their breath weapon and social advantages are powerful assets. They are one of the few species I would consider a skill die cost to play. The package below is completely off the top of my head, as I do not have my books handy - feel free to toss up an alternate version for discussion. Drake Package Cost: 3 Skill Dice Dexterity: 2D/4D Fitness: 3D/5D Knowledge: 2D+2/4D+2 Mechanical: 1D+1/3D+1 Perception: 2D+2/4D+2 Technical: 1D+1/3D+1 Sorcery: 0D/ -- Move: 10 (5") Night Vision: Drakes can see clearly in low-light conditions, and suffer no penalties for lighting provided there is some light present. Breath Weapon: Like their draconic parents, drakes possess a powerful breath weapon. This takes the form of a 20m (10") line or 10m (5") cone of energy (fire, frost, acid, poison, steam, etc.), dependent on the drake's heritage, which does 6D damage to all within its area of effect. Continued use of the breath weapon is exhausting - if the breath weapon is used again without at least an hour between uses, the drake is Stunned (-1D to all actions) until able to rest for an hour. This penalty increases by -1D for each additional use until the drake rests. Nobility: In the dracocentric universe of Dragonstar, draconic heritage is enough to grant instant nobility. Wherever a drake goes, he is treated as a member of the aristocracy, with all of the privileges and responsibilities that entails. Common Traits: Spoiled: You are used to getting your own way, and having the finest things in life handed to you on a mithril platter. Ivory Tower: You have never had to make it in the world of the "little people" until now, and have trouble relating to commoners. Noblesse Oblige: You feel obligated to help those who you perceive to be unable to properly help themselves, regardless of their desire for your assistance. Black Sheep: You have done something to alienate you from your peers. While still a member of the aristocracy, you are rarely afforded any respect from them, and receive no assistance from your House or family. I'm sure this package still needs work, but it's a start. It's a 13D template, so I'm not positive I've charged enough for it. I consider the breath weapon to balance out to a net zero cost, as it is probably a one use attack that rapidly debilitates if abused (I'd probably apply the -1D to the damage as well). It can't be focused or tuned, so it will rarely be useful outside of combat (no aciding your way through a locked door without it spraying everywhere). The nobility idea may need some work, but with their background drakes are by birth members of the aristocracy, so I felt that should be an inherent part of the package. Thoughts?
  14. This is what I've been working on so far: Chapter 1: Character Creation Dragonstar D6 uses two primary methods of character creation: templates or defined limits. Those familiar with the D6 Space creation point system may use it with GM approval, but it will not be detailed here. If you choose to use a template, select one of the character templates provided and assign seven skill dice to the skills listed; attributes, character options, and equipment have already been done for you. Note that the listed skills are ones that your character might typically have, though you are welcome to choose others. If you wish to create your own template from scratch, assign the following: Species: Choose from one of the approved player species. While many others exist in the empire, these have been balanced for use as player characters. Attributes: Every species lists a minimum and a maximum die for each attribute. Distribute 18 dice among these attributes, making sure to stay within the species minimums/maximums. Note: the Sorcery attribute begins at 0D for most species, but has no maximum. Dexterity: Physical agility, hand-eye coordination, and reflexes Fitness: Physical power, health, and ability to resist damage Knowledge: Overall book-learning and intelligence Mechanical: Skill at operating mechanical equipment (vehicles, spacecraft, sensors) Perception: Awareness, intuition, and skill at social interaction Technical: Ability to manipulate, repair, and modify technology Sorcery: Ability to understand and manipulate magic Skills: Distribute seven dice among the skills. The maximum number of dice added to any one skill is 3D. Move: Per species. Most species have a move of 10 meters per round. If using miniatures, halve this number to get the number of inches moved (10 m/rd = 5”/rd). Strength Damage: Drop the pips from your character’s Fitness or strength score (including any modifiers that affect the die code), divide the die code by 2, and round up. This is the Strength Damage die code. Funds: Funds measures how much wealth your character can usually get without too much trouble. All characters start with a base Funds die code of 3D. Talents: Player characters are a cut above the average citizen. Choose one area your character excels in or received special training in, and select three skills related to that area. When using your Talent, you gain a +1 bonus to all skill checks where that Talent would apply. Examples: Athletic: You gain a +1 bonus to climbing, jumping, and running checks. Charismatic: You gain a +1 bonus to command, con, and persuasion checks. Well-connected: You gain a +1 bonus to bureaucracy, business, and streetwise checks. Traits: As much as they’d like to deny it, everyone has a couple of quirks that can cause trouble from time to time. Choose three traits that personify your character. Exceptional roleplaying of these traits can earn your character additional character points. If the scene involves skill checks, you may take a -1D penalty on your rolls to help simulate your trait. Sample traits are: Arrogant: Your character’s pride or overconfidence typically gets him in over his head. Phobic: You have a powerfully irrational fear of something others are not bothered by. Shy: You have difficulty speaking up or relating to others in person. Equipment: You should work with your GM to determine appropriate starting equipment. This typically includes 1-2 weapons, 2-3 useful items relating to your template or background, and 3-4 miscellaneous items of limited or specific use. Talents and Traits are my version of background Advantages and Disadvantages. I want to encourage roleplaying and discourage cherry-picking during character creation, so I decided to effectively give everyone one Rank of Skill Bonus for free to reflect that there's something their character is a bit better at than normal. Traits are essentially quirks and hindrances, but rather than give skill dice up front I'm choosing to award their appearance in-game with character points. Trait Example #1: Kendric the Elven Scout has the "Stutterer" trait (which he just made up). He weaves it into his background as part of the reason he chose a career that keeps him away from people for long periods of time. During the session, he finds out some information that the other characters need to get from him in a hurry. If the player doesn't want to deal with it, he can just pass it along as normal. Instead, he decides to play out the "Cathcart Towers" interrogation scene from "A Fish Called Wanda". This makes me laugh hard enough that Dr. Pepper sprays everywhere, so I throw him a character point and make him go get me a towel. Later that session, he decides to try to seduce a merchant's secretary to gain access to the inner offices. He voluntarily takes a -1D penalty on all interaction rolls with her to represent his inability to speak clearly and general nervousness. Another character point comes flying his way. Trait Example #2: Lynna is an investigative reporter desperate for a story. On her first assignment she was trapped in a walk-in freezer by a snarling guardian hellhound. While she was eventually rescued, she now has "Claustrophobia" written in big bold letters on her character sheet. While pursuing a reluctant lead down an alley, he climbs down an open manhole into the sewers. Though it means losing her story, she decides she just can't do it. She gets a character point for playing out a logical but inconvenient response to her fear, and now has to find an alternate means of tracking down the information she needed. Later that night, she finds herself in an elevator with media sensation Krulla Navarre. She'd love to get a couple of good quotes regarding his most recent scandal, but it's hard to concentrate on a penetrating interview when the walls are closing in. Taking a deep breath (and a -1D penalty for the scene), she begins...
  15. One of the biggest differences in the Mongoose version is the concept of Perversity Points. They are basically a pool of points that you can add to your own dice rolls to improve your chance of success, or give to somebody else to alter their chances. It's fun to see the bidding wars erupt when the team is divided on whether or not they want an action to succeed. Also, the Mongoose version has three different play styles to choose from: Straight, Classic, or "silly" (I can't remember what they called it). Classic is golden age Paranoia, the age of "Send in the Clones" and "HIL Sector Blues". Straight is much more serious and dystopian - think 1984 meets Brazil. It's still quirky and tongue-in-cheek, but more serious, and, oddly enough, makes for a great long-term campaign because not every mission turns into a firefight just because the lights in the room went out. The "silly" style is much more of the late WEG style of 5th edition, where the game is likely to be over before it begins because the entire party wipes themselves out (6 times!) before the mission briefing starts. I tend to favor Classic games with just enough Straight in them to allow for some level of continuity and characer development. I like that you can now actually run a decent campaign rather than a never-ending series of one-offs.
  16. Considering the way Marshall, Will, and Holly got there, I'd have any human settlements populated by people who vanished for no known reason (Amelia Earhart, anyone in the Bermuda Triangle, the Maria Celeste, the Roanoke colony, etc.). Or at least the now-savage descendents of those people, having married into the the obligatory "10 Million B.C." tribe of anachronistic cave-people. Note: I haven't seen the movie yet, so if this did in fact happen to be the case in the film I claim independent discovery over plagarism.
  17. You make a couple of good points, and I willingly concede our slippery definition of species. I'm happy to discuss this further in another thread. Keeping back on topic, when going through the time and effort to make a conversion, I'm debating what things are important enough to keep the flavor of the setting intact, and what ultimately don't contribute enough to the setting to make them worth retaining. At this moment I don't feel half-orcs, half-elves, etc. as a race/speciesare vital to the setting, and I'm not planning on converting them solely because they are a part of the D&D world. As I said before, I'm not running with the mule/liger debate in this thread. I'm willing to be convinced that they should stay, but only if they really do bring something to the world rather than appear simply because Tolkien had written about them and Gygax and Arneson ran with it. Okay, even as I was writing this I started thinking more about the issue (or rather how much of a non-issue it is). Given the parameters of the setting, I can accept "because the gods let it happen" as a reason for their existence. Reading the source material more, I'm willing to focus on the universe being a more cosmopolitan, accepting place. But I'm still not allowing infernal aquatic feral half-dragon-half-orc let's-see-how-many-more-templates-we-can-stack-on characters. So there. That matter settled, any thoughts on any of my other top-of-the-head ramblings?
  18. Another thought? Just how D&D do I want to be? What are the essential elements to Dragonstar, and do they need to be tied to D&D? Here are some of the things I think bear discussion: Alignment: While one of the main themes is good vs. evil, I don't think it's necessary to strictly polarize creatures the way D&D does. I don't see any intelligent creature being evil "just because they are". Are orcs born aggressive and brutal, or is this behavior due to their upbringing? Emperor Mezzenbone is undeniably evil, but is this due solely to him being a red dragon (and therefore evil in D&D terms), or could he have been a benevolent leader with the right role models and influences in his life? I'm inclined to treat all matters of alignment as individual natures and personalities rather than base them on an inherent attribute of a species (extraplanar avatars of moral principles and demonic creatures excepted, of course). Qesemet vs. Asamet: If not all chromatic dragons have to be evil, and not all metallics good, then what does that do to the Royal Houses and the Golden and Iron Kingdoms? I'm likely to stick to them as written. I think it's safe to say that the vast majority of blue dragons are raised to see nothing wrong with a cruelly stratified system of tyranny, and silvers to believe that it is their noble duty to look after the little people. That's not to say there can't be an honorable black dragon in House Deserene, or a brass dragon with a tarnished soul lurking the halls of House Esmer. But they are the exceptions, not the rule. The Drow and halfbreeds: I've never liked the idea of subspecies and halfbreeds. I'm perfectly happy with a schismatic group of "dark elves" who have succumbed to demon worship and atypical elven cruelty. Do they have to be "drow" and gain a bunch of extra abilities to make them extra scary? Decades of D&D and Salvatore fans aside, I think not. Dark elves will remain a strong influence in Mezzenbone's empire, but they won't be "drow", and they won't all work for the emperor. Half-elves and half-orcs are also unnecessary. Since their torn-between-two-worlds angsty nature doesn't add anything to the setting, I'm dumping them in favor of their fullblooded relatives. Plus, it fits better with one of the main tenets of the setting: science defines the rules, magic breaks them. Science says two distinctly different species can't interbreed (I'm saving the mule/liger discussion for a different thread), so why can humans and orcs? If they can, and humans and elves can, then why can't elves and orcs? Call me burned by too many 3.5 template characters, but in my campaign it just doesn't happen. One magically created half-something to inspire a really good plotline? Sure. A whole subrace of them created through anthropomorphic bestiality? No thanks. Half-dragons: After my above rant, it's probably clear what my position on half-dragons is. I can't see a species as arrogant and self-centered as dragonkind running around dallying with humanoids, monsters, and barnyard animals at the drop of a hat. Still, I like the idea of a humanoid elite, favored by dragons due to familiarity. I'm considering calling all half-dragons "drakes", and making them a special case. I'm thinking a percentage of dragon eggs hatch into a couple of drakes rather than a single dragon. This would be a gift of the gods when dragons were created to give them a sense of humility (a lesson they still haven't learned). Their status in the empire would remain the same - pampered offspring that have no chance of ascending to any real seat of power. Soulmechs: Now, I really like the idea of soulmechs - another prime example of science vs. magic (we can't create artificial intelligence with technology, but we can magically bind a creature's soul to an android body). I've thought about using a modified set of droid character rules, but I'll probably go with just making a species template. If any of you Star Wars GM's would like to chime in with your droid character experiences, that might help me decide how to handle them. Well, that's enough pondering/ranting for now. I look forward to any criticism or insights, especially before I start working on those sections of the conversion. Tyson
  19. I've been thinking a lot about the Extranormal attribute. I'm strongly considering leaving miracles and psionic out of this conversion and having everything operate on a single attribute, Sorcery. Wizards and sorcerers will be pretty much the same in this system. I'm going to use arcane knowledges from Bloodshadows d6, so it will encourage mages to specialize a little in the type of magic they use rather than having a huge junk drawer of spells that never get cast. Clerics are still devoted to the Church (Unification or Dualist), but will have access to church-specific spells unavailable on the open market. Druids will be treated the same way, with special spells available from the Druidic Society. This additional access is offset by additional duties to their respective organizations. The prime reason for this is simplicity. It's a lot easier to saddle players with only one mechanic and change the special effects than it is to make people (including myself) responsible for multiple systems. If I were going to keep multiple systems, I'd have four: magic, miracles, psionics, and martial arts. I haven't completely rejected the notion yet, but at the moment I don't see the advantage in getting that detailed in a conversion that I may or may not ever get to run. Tyson
  20. Well, I've decided to start converting. Until I actually have a conversion document typed up, I'm going to be using this thread to post observations and talk my way through some options. Feedback is welcome and appreciated. Things I'm pondering: Character creation Attributes: d6 Space style (18D) or Star Wars style (species min/max, 6D)? I'm leaning toward the latter, as I'm going to be detailing the various species anyway. Skills: Thinking about treating specializations like a skill bonus (one skill die gives a +1 bonus to all activities relating to the area of specialization (similar to Trademark Specialization, but modified). A specialization in laser pistols wound give a +1 bonus to firearms when using a laser pistol, but would also apply to firearms repair (you know how to clean and reassemble your favorite weapon), streetwise (you know a source for black market pistols), bargain (your knowledge of laser pistols helps you pick out the best pistol for the best price), etc. Funds vs. Credits: Haven't decided. I'm slightly in favor of the former, since I don't like bogging the game down with bookkeeping. My Torg games always operated by "Wal-mart" rules when I ran it - if you could have purchased it at Wal-mart between scenes for $20 or less, there was a chance you had it. Keeps the scene from grinding to a halt because nobody had a flashlight written down, but their characters knew it was going to be dark. Advantages: This is a rough one. I'm really thinking of either not bothering or providing a very small list consisting primarily of my aforementioned specialization variant. Almost all of the social ones (Authority, Contacts, Patrons, Fame) should be campaign specific and dealt with through roleplaying, and the Special Abilities should be species-related and not optional. Disadvantages: Since I'm unlikely to use Advantages as written, there's no real need to do a lot with Disadvantages. I tend to run action-oriented campaigns where physical handicaps really hinder gameplay, and social handicaps really should be roleplayed. I'm strongly considering just having players detail 2-3 negative character traits (greedy, stubborn, short-tempered, etc.) and tossing them extra character points for roleplaying them. I'm also very likely to use the Drama Deck (using the Shatterzone d6 card rules). I've loved them since Torg first came out, and they do a good job of inspiring extra roleplaying and replacing the whole Advantage/Disadvantage thing. Social options are dealt with by cards like Connections or Nemesis. Skill Bonus by Idea, Action, or Breakthrough cards. Keep the action moving and the cards flowing and nobody cares that they weren't able to squeeze out another +2 bonus to firearms by being colorblind and suffering from irritable bowel syndrome. More wandering thoughts to follow... Tyson
  21. I was going through some of my gaming books the other day and rediscovered my copies of Fantasy Flight's Dragonstar setting. I always considered it a very inspired universe (pretty much D&D meets Star Wars) and always wanted to run it, but never got around to it due to the fact I never really enjoyed running 3.5 at all (I'm not going to make any anti-D&D comment here - just never thought it was a good match for a scifi setting). I got to thinking, though... this would be a perfect way to use my D6 fantasy and Space books, if I could do it justice with a conversion. Has anyone worked on this, and if so how did it turn out? Tyson
  22. The idea behind this actually came from the old Ghostbusters RPG, where you lost attribute points as damage and had to heal them back up to full health. While it does seem that you would just dump everything into a couple of expendable stats, the amount of time and healing necessary to get everything back to normal means that you are seriously hurting in several areas for quite some time. Since each attribute heals back at its own rate, a character can take several weeks to fully recover without medical attention or magical healing. Since I tend to run campaigns that cater to well balanced characters rather than one-trick ponies, it means that your average scout for instance can't always afford to lose all of his perception or technical ability just because he wanted to keep his dexterity and toughness for the firefight. As far as where the wounds occur, I would typically let the player choose unless the attacker targeted a particular limb. If you wanted to roll randomly I would suggest rolling for which attribute rather than the location - again, letting the player and the situation decide. Bookkeeping is not bad at all - a simple notation by the injured attribute would be sufficient. This system is definitely not for every campaign type - I'd probably use it for "realistic" cinematic games, where characters do spectacularly dramatic things, but come out of the adventure chewed up and probably needing a week of bed rest, rather than ones where the character is likely fine by the end of the session. Think "Die Hard" over James Bond. Ultimately it's still a work in progress, but I figured I would toss it out for peer review in case someone had tried something like it and found it to be utter rubbish, or if it sparks a "let's try it for a session" benchtest. If anyone does try it out, I'd love to hear how it worked for other groups. Tyson
  23. I was fiddling around with my list of house rules and tweaks the other day, and started thinking about wounds. I tend to prefer the wound level system over body points, but it can get deadly a little too fast some times, and players get testy when they suddenly start to fail at everything due to wound penalties. Then I started thinking: what if rather than taking abstract wounds, characters took attribute damage instead? In this method, for every wound a character would normally take, he must temporarily subtract 1D from one of his attributes. This represents heavy bruises, muscle strain, broken bones, concussion, etc. Character death occurs when an attribute drops to 0D in this fashion. Healing rolls target specific attributes, and multiple healing rolls can be made at one time, one per attribute (i.e., the doctor not only treats your -1D Perception concussion but your -2D Dexterity broken arm). Characters in this system can take more damage before dying (technically up to 12 wounds for a normal 6 attribute 18D character), but have some choice as to where they take their wounds (if they decide to soak 2 wounds with -2D Technical, they obviously took some sort of head shot). Since there is a recovery period for natural healing, even a combat monster who decides to tank his mental scores to keep in the fight is going to discover he has seriously hindered himself once the fight is over. Characters can make targeted shots to attack an opponents vulnerable areas, repeatedly hitting the same attribute (aiming for the injured leg, etc.). Has anyone tried a system like this? It's still a little rough, but I think it has potential. Tyson
  24. Honestly I think it would work just fine - I'm getting ready to start a conversion fairly soon. The problems I'm wrestling with at the moment are handling contradictions and the Character/Fate Points vs. Possibilities shift. For contradictions, my current solution is to have the check be the complication as the result of a "1" on the Wild Die. I think the easiest solution is to call for a Reality Skill check when a chance for disconnection occurs. I still need to work on the difficulties for cosm vs. cosm, but this may end up being the best way to do it. For the CP/FP vs. Possibilities, I'm torn. I'm considering lightening up on the strict nature of how and when Fate Points can be regained, taking a page from Masterbook and letting the players buy Fate with CP (probably at a 1 FP:3 CP ratio), or vice versa. Fate Points would be used for the more dramatic reality-changing things like reality bubbles and buying off damage, while CP would be the minor tweaks to reality per their standard use. Comments would be welcome, as this is all just off the top of my head. I'd love to continue working on a full conversion, though. Perhaps we could start detailing other things that need to be looked at? Tyson
×
×
  • Create New...