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Adapting Morrowind to D&D
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<blockquote data-quote="dvvega" data-source="post: 2479418" data-attributes="member: 524"><p>There was a thread somewhere that dealth with ideas for this many months ago. I have no search facility I cannot help you out there.</p><p></p><p>However my own opinions on the matter are:</p><p></p><p>1. Morrowind has a rich history and setting - these alone can see you through, without having to convert anything.</p><p></p><p>2. You can use the standard d20 D&D 3.5 and just use all the flavour and richness. You don't have to change the races and give them all the special resistances and so forth. It will save you time and effort.</p><p></p><p>3. The monsters have suitable replacements everywhere. Most of the Morrowind monsters were in fact normal characters (race + class) that you had to overcome. The vampires are obviously a vampire template on a normal character.</p><p></p><p>4. Of the monsters I remember, most of them could be dinosaurs (the flying terrodactyl things, the guars) or dire animals like dire rats, and dire piranhas. The summoned creatures were pretty much elementals and/or demons/devils.</p><p></p><p>5. The hardest thing to do would be the magic feeling of the world, however Unearth Arcana has options for mana style magic and so on. And magic item creation doesn't have to be redesigned since your normal feats take care of the creation, however the gathering of ingredients etc are adventures themselves.</p><p></p><p>6. I found the biggest flavoure of the game was that not all shops of the same type had the same stuff available. So generating a roster or some form of "roll it up" tables for stores might help.</p><p></p><p>Hope that helps/inspires.</p><p>D</p></blockquote><p></p>
[QUOTE="dvvega, post: 2479418, member: 524"] There was a thread somewhere that dealth with ideas for this many months ago. I have no search facility I cannot help you out there. However my own opinions on the matter are: 1. Morrowind has a rich history and setting - these alone can see you through, without having to convert anything. 2. You can use the standard d20 D&D 3.5 and just use all the flavour and richness. You don't have to change the races and give them all the special resistances and so forth. It will save you time and effort. 3. The monsters have suitable replacements everywhere. Most of the Morrowind monsters were in fact normal characters (race + class) that you had to overcome. The vampires are obviously a vampire template on a normal character. 4. Of the monsters I remember, most of them could be dinosaurs (the flying terrodactyl things, the guars) or dire animals like dire rats, and dire piranhas. The summoned creatures were pretty much elementals and/or demons/devils. 5. The hardest thing to do would be the magic feeling of the world, however Unearth Arcana has options for mana style magic and so on. And magic item creation doesn't have to be redesigned since your normal feats take care of the creation, however the gathering of ingredients etc are adventures themselves. 6. I found the biggest flavoure of the game was that not all shops of the same type had the same stuff available. So generating a roster or some form of "roll it up" tables for stores might help. Hope that helps/inspires. D [/QUOTE]
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