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 Post subject: Re: ADVENTURES IN INNER SEA'S, USING LEGEND?
PostPosted: Sun Oct 21, 2012 11:53 pm 
Greater Spotted Mongoose

Joined: Thu Oct 13, 2005 3:41 am
Posts: 836
warlock1971 wrote:
Da Boss wrote:
Dans work is great

in case it of use / interest - I am working on a D100 variant - taking inspiration from many elements of Legend(*) - some of which may well be useful for you / provide a few different options.

(*) I have simplified combat quite a bit but also given a few different options, same with magic.

:)

http://www.mediafire.com/view/?z0xlycuijzu3u8d


Great work with Arradicia by the way.


Yes...there are some good ideas in there :)


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 Post subject: Re: ADVENTURES IN INNER SEA'S, USING LEGEND?
PostPosted: Mon Oct 22, 2012 7:33 am 
Greater Spotted Mongoose

Joined: Sun Oct 17, 2010 4:22 pm
Posts: 890
Location: Denmark
TheFactotum wrote:
Mr. Dan True
I'm interested in how you converted the dnd races for eberron. Since I'm running galorion I have quite a variety of races to choose from and am wondering how I should convert them, if at all. Open question for everyone really.

For example. the Kitsune race has the following stats
Standard Racial Traits

Ability Score Racial Traits: Kitsune are agile and companionable, but tend to be physically weak. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

Size: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Base Speed: Kitsune have a base speed of 30 feet.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
Agile (Ex) Kitsune receive a +2 racial bonus on Acrobatics checks.

Magical Racial Traits
Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

Offense Racial Traits
Natural Weapons (Ex) In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Senses Racial Traits

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.


What would be an effective way of converting the kitsune race?


I usually took the approach of starting with human stats, then applying the different bonuses. I.e. They have superior dex and cha, so dex and cha are made 2d6+6 instead of 3d6, perhaps higher. Strength is 3d6-3 or keep it standard (Beware of the negatives, as poor stats can kill you much faster in Legend than in d&d)...
Siz is the same.
Base speed is the same.

Drop bonus languages - they're only there in d&d because almost no one would learn languages anyway because of all the language-magic.

The traits are the real hard nut to crack, because that's where the flavour is and the potential for a real sucky or op race. Some (like the bite) can be taken from the monster book. The magic and change shape will require some work to work well..

- Dan

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Author of the Eberron for Legend/MRQ2 conversion:
http://runequill.com/files/Eberron_Legend.pdf


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 Post subject: Re: ADVENTURES IN INNER SEA'S, USING LEGEND?
PostPosted: Mon Oct 22, 2012 8:31 am 
Lesser Spotted Mongoose

Joined: Fri Aug 14, 2009 8:37 pm
Posts: 495
Location: Oxford, U.K
Just a quick observation, no race in legend rolls attributes as x dice minus a number, as 3d6-3 could lead to 0 strength, i would suggest if the above race is not strong, roll 2d6+3 instead (same maximum of 15, average of 10)

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 Post subject: Re: ADVENTURES IN INNER SEA'S, USING LEGEND?
PostPosted: Mon Oct 22, 2012 9:19 am 
Greater Spotted Mongoose

Joined: Sun Oct 17, 2010 4:22 pm
Posts: 890
Location: Denmark
Old timer wrote:
Just a quick observation, no race in legend rolls attributes as x dice minus a number, as 3d6-3 could lead to 0 strength, i would suggest if the above race is not strong, roll 2d6+3 instead (same maximum of 15, average of 10)


One of the reasons to beware of negatives. Although the rules specifically says to reroll any result below 6, so a str of 0 is not happening. But 2d6 might be better yes (2d6+3 evens out to 10, just as 3d6, so it's no penalty).

Also remember this will mean most Kitsune will have a negative dmg mod. which means their bite attack will in reality do 1d4-1d2...

- Dan

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Check out my RuneQuest 6 blog!. It now has an adventure idea generator :)

Author of the Eberron for Legend/MRQ2 conversion:
http://runequill.com/files/Eberron_Legend.pdf


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 Post subject: Re: ADVENTURES IN INNER SEA'S, USING LEGEND?
PostPosted: Mon Oct 22, 2012 9:29 am 
Lesser Spotted Mongoose

Joined: Fri Aug 14, 2009 8:37 pm
Posts: 495
Location: Oxford, U.K
Actually, if the above race is human sized, they will, on averages, not get a damage bonus but nor will it be a negative, as human sized is 2d6+6, an average of 13, and with an average strength of 10, that is a total of 23 on the damage bonus chart and 21 to 25 is no damage bonus.

Gods, i am sounding like a rules lawyer :)

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 Post subject: Re: ADVENTURES IN INNER SEA'S, USING LEGEND?
PostPosted: Mon Oct 22, 2012 10:08 am 
Greater Spotted Mongoose

Joined: Sun Oct 17, 2010 4:22 pm
Posts: 890
Location: Denmark
Old timer wrote:
Actually, if the above race is human sized, they will, on averages, not get a damage bonus but nor will it be a negative, as human sized is 2d6+6, an average of 13, and with an average strength of 10, that is a total of 23 on the damage bonus chart and 21 to 25 is no damage bonus.

Gods, i am sounding like a rules lawyer :)


Well, my warning was if their str was assinged as 2d6, which will average 7. 7+13 = 20 = -1d2 ;)

- Dan

_________________
Check out my RuneQuest 6 blog!. It now has an adventure idea generator :)

Author of the Eberron for Legend/MRQ2 conversion:
http://runequill.com/files/Eberron_Legend.pdf


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 Post subject: Re: ADVENTURES IN INNER SEA'S, USING LEGEND?
PostPosted: Mon Oct 22, 2012 11:34 am 
Chief Mongoose

Joined: Wed Jan 31, 2007 5:49 pm
Posts: 7227
Location: UK
Prime_Evil wrote:
warlock1971 wrote:
Da Boss wrote:
Dans work is great

in case it of use / interest - I am working on a D100 variant - taking inspiration from many elements of Legend(*) - some of which may well be useful for you / provide a few different options.

(*) I have simplified combat quite a bit but also given a few different options, same with magic.

:)

http://www.mediafire.com/view/?z0xlycuijzu3u8d


Great work with Arradicia by the way.


Yes...there are some good ideas in there :)


Thanks, anything specific you like / dislike :)

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Dark R II
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