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AD&D style FRPG into the oWOD d10 system
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<blockquote data-quote="TeutonicBerserker" data-source="post: 4217170" data-attributes="member: 56826"><p>I'm a long time AD&D 2e player, always the DM, and always heavy into houserule mods. </p><p></p><p>In modifiying the sytem I ran into something in D&D that I just didn't like, the class system. I found it too "artificial", I wanted a skill based system insted, so I adapted the d10/Storyteller system from Vampire: the Masquerade. </p><p></p><p>First off the d10 system is skill based, with skills (& most other stats, including Ability scores like Str, Dex & Int) ranging from one (poor) to five (exceptional/human maximum). This allows a character to not be constrained by hard to justify rules like "mages can't use swords" and "thieves can't wear heavy armor"; although in practice the results tend to be the same (heavy penalties to stealth in heavy armor and such). No need to worry about multi-classing or dual-classing rules & balance w/single classed characters. The skill-based system is inherently self-balanced. </p><p></p><p>My gaming intrests lay heavily in combat: realistic, strategic, gritty, deadly, bloody combat. I know that "AD&D is not a combat simulation", but I like my game to be one. </p><p></p><p>d10 uses a woundl level system, with penalties accruing (to all actions) the more damage is sustained. Health levels do not increase in conjunction with a character's skills, so it is possible for a high-level character to die without sustaining enough damage to destroy godzilla. HP's & AC's work, but they are too abstract for my taste. </p><p></p><p>I have well over a hundred Martial Arts styles detailed (including many historical European styles); a comprehensive system of Combat Maneuvers; all the weapons & armor from AD&D into d10 format, as well as rules detailing most concievable types of combat (armed, unarmed, grappling, ranged, mounted). </p><p></p><p>I also tend towards (semi-) low magic settings, and to this end have translated about 3 dozen magical & psychic paths drawn more from occult traditions, myth and legends (suitable for a PC use) into the d10 system. High fantasy / AD&D type magic could easily be converted as well (I already have Enchantment, Divination, Illusionism & Necromancy incorporated). Clerical/divine powers are also included (as a variant of V:tM's "True Faith"). </p><p></p><p>If anyone is interested in what I am working on or what I have so far let me know.</p></blockquote><p></p>
[QUOTE="TeutonicBerserker, post: 4217170, member: 56826"] I'm a long time AD&D 2e player, always the DM, and always heavy into houserule mods. In modifiying the sytem I ran into something in D&D that I just didn't like, the class system. I found it too "artificial", I wanted a skill based system insted, so I adapted the d10/Storyteller system from Vampire: the Masquerade. First off the d10 system is skill based, with skills (& most other stats, including Ability scores like Str, Dex & Int) ranging from one (poor) to five (exceptional/human maximum). This allows a character to not be constrained by hard to justify rules like "mages can't use swords" and "thieves can't wear heavy armor"; although in practice the results tend to be the same (heavy penalties to stealth in heavy armor and such). No need to worry about multi-classing or dual-classing rules & balance w/single classed characters. The skill-based system is inherently self-balanced. My gaming intrests lay heavily in combat: realistic, strategic, gritty, deadly, bloody combat. I know that "AD&D is not a combat simulation", but I like my game to be one. d10 uses a woundl level system, with penalties accruing (to all actions) the more damage is sustained. Health levels do not increase in conjunction with a character's skills, so it is possible for a high-level character to die without sustaining enough damage to destroy godzilla. HP's & AC's work, but they are too abstract for my taste. I have well over a hundred Martial Arts styles detailed (including many historical European styles); a comprehensive system of Combat Maneuvers; all the weapons & armor from AD&D into d10 format, as well as rules detailing most concievable types of combat (armed, unarmed, grappling, ranged, mounted). I also tend towards (semi-) low magic settings, and to this end have translated about 3 dozen magical & psychic paths drawn more from occult traditions, myth and legends (suitable for a PC use) into the d10 system. High fantasy / AD&D type magic could easily be converted as well (I already have Enchantment, Divination, Illusionism & Necromancy incorporated). Clerical/divine powers are also included (as a variant of V:tM's "True Faith"). If anyone is interested in what I am working on or what I have so far let me know. [/QUOTE]
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