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Old June 4th, 2008
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threedeesix threedeesix is offline
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Quote:
Originally Posted by Dredj View Post
Have you thought about adding conversions from D&D so that people can use the old D&D supplements?
I have thought about it, but with some things I didnt use conversion tables. Spells for instance. Instead, I wrote the spell to be compatable with BRP's existing spells and not exactly convert from D&D.

For example, in BRP, the spell Heal is esentually all the D&D spells rolled into one; cast it with one or two magic points, Cure Light Wounds, cast it with 3 or 4 magic points, Cure Serious Wounds, with enough magic points it can also Raise Dead.

With that in mind, here is my adaption of Bigby's 'various' Hand spells.

Quote:
Bigbee’s Interposing Hand
Class: Magic-User
Range: 2 squares (3 meters); can be moved.
Duration: 10 rounds
Magic Point Cost per level: 1
A large human shaped disembodied hand forms between the caster and a chosen opponent. This hand possesses 10 STR, 10 CON, 10 SIZ, and 10 Hit Points per spell level. The caster does not have to concentrate on this effect and no matter what the caster or the opponent does, the hand remains positioned between them, automatically blocking any successful attack from that opponent, with damage coming off that of the hand. The hand remains until its hit points are reduced to zero, or its duration runs out. Any creature trying to push past the hand must compare their STR to the hands SIZ on the Resistance Table. A failed roll prevents them from advancing, while a successful roll allows them to push through at ½ their MOV.

The caster has a number of additional actions he or she may take with the hand. If moving the hand, it possesses a MOV of 10. These actions require the casters concentration and sometimes the expenditure of additional magic points as follows.
• If the caster so chooses, he may move the hand as a Miscellaneous Action. This cost no additional magic points and allows the hand to still block attacks from one opponent. The caster may designate a new opponent at anytime.
• As an Attack Action, the caster can move the hand toward an opponent and push them back a number of squares equal to the remainder of its MOV, if it can beat their STR + SIZ with its STR + SIZ on the Resistance Table. This costs the magic-user 1 additional magic point.
• As an Attack Action, the caster can move the hand toward an opponent and grapple them, this attempt is automatic and on the opponent’s next action, he or she may attempt to break free as per the grapple rules in Basic Roleplaying pg. XX. This cost the magic-user 1 additional magic point. If the caster chooses, a grappled opponent may be crushed, this will do 1D6 damage per 3 additional magic points.
• Finally, as an Attack Action, the magic-user may cause the hand to strike opponent. This attack has a 100% chance to hit (96-00 always fails as usual) scoring 1D3+db (crushing) damage and armor protects normally. This cost 3 additional magic points.

Playtesters Note: This spell is an adaptation of Bigby’s Interposing Hand, Bigby’s Forceful Hand, Bigby’s Grasping Hand, Bigby’s Clenched Fist, and Bigby’s Crushing Hand.
As you can see, this spell now includes all the effects of the Bigby spells. Monsters are a similar situation, I started bu looking at the monster in 3rd ed, as it's the only one with complete attributes, and then modified it to be compatible with existing BRP creatures. The basilisk for example is described as about the size as a large crocodile, so I then modified those characteristics to be a little better than a croc.

But with that said, I don't think it will be that hard to do your own conversions based upon the existing adaptations. I did it for a year and a half during the BRP playtest, sometimes on the fly and my players never even realized all I had behind my screen was the Monster Manual. Shhhh.

Rod
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