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This post outlines two methods of incorporating spells that are originally designed to be used with the d20 game system into BRP/d100 games. Since there are a lot of material published for d20 and some of it is quite useful a conversion method could be quite handy - IMHO. The following is just a bare bone set of rules, I haven't even decided for my self which of these alternatives I like the best.
Method 1: Skill based system
Method 2: “Fire and Forget” system
Method 2: “Fire and Forget” divine magic
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OK, you've shown yours, so I'll show mine...
Method 3: "Magic"-skill based system
And... Method 4: "Holiness"-skill based system
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280/420 Last edited by frogspawner : 2 Weeks Ago at 21:30. |
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Some interesting ideas. Things are heating up here.
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I think a good d20 magic to BRP conversion set (or sets) is crucial.
These schema look like good broadbrush starters. |
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That's just me though. I'd prefer that Pow dedicated to the God becomes a pool of points from which they can draw (with GM's approval) spells from the God as they need them. it also keeps divine magic from being a definable resource (yes your god can heal, but for some reason, when you try to heal that wounded person, they don't grant you that ability... perhaps its in the god's interest that that person suffers, perhaps you've failed the god and are being punished, that's up to you to answer in the dark tea time of your soul). Last edited by Tywyll : 2 Weeks Ago at 13:42. Reason: Clarify intention |
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Where did I mention that the priesthood teaches you divine spells? I said "pilgrimages" and "heroquests", i.e. actions that show directly to your god that you possess a particular virtue and so you are worthy to invoke a particular kind of miracle. The most common miracles should be immediately available to initiates (healing for compassionate gods, weapon blessings for war gods, etc.) while others might require some extra dedication before you can use the miracle. What use are "journeys to special holy spots" if the miracle that is connected to them is automatically learned when you attain a certain cult rank?
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Your worthiness to invoke the rituals comes from any manner of methods in which you prove yourself, embody your faith, etc, etc. If the GM wants a specific power to be difficult for a player to gain (say Resurrection) than it is withheld, per my example, until such time as the character has earned the right to utilize it (in what ever method the GM decides fits the deity). This should still be, in my opinion, a one off or perhaps use in pursuance of a goal of the faith, rather than something the character 'learns' and can use as they see fit. |
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I prefer the simplicity of MP Cost = Spell Level best, and 1 MP per expansion. Why do Mages only have more complex formulae? How do you decide what the default effect for d20 spell is? Have you found these moderate the damage of d20-style spells acceptably? Do you use just a normal POWvPOW for saving throws? The skill-per-school is good, too - but do you use any other magic related skills for mages? (Oh, and thanks for posting, btw - this is most interesting!)
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Okay, just one more question.
Why translate all the D20 spells to BRP? There are wagonloads of spells available from all editions of CoC, RQ, SB that are more suited to BRP. Apart from your personal campaign, I mean. |
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Player inertia. It probably applies to campaigns other than mine, too. They like to think they're playing "D&D" (and the spells make it seem the same) - but it hasn't been, for years...
Plus, now we will hopefully have a new influx of ex-D&D-ers, disenchanted by 4e. Using spells they're familiar with should make their transition so much easier. And the spells need hardly any translating for this system (and perhaps peterb's too). Define a few straightforward principles (e.g.: "AC" becomes 10-x APs; "+X to hit" becomes +X0% attack; any more?) and it could be done on-the-fly. (The difficult part is resisting the temptation to change them for the better...!)
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