Conversion: Fantasy Rules into Star Frontiers

Dagger Beornhelm said:
Have you checked out Lejendary Adventure? It's a percentile, skill based fantasy RPG. If I were to try and convert SF to a fantasy game, it would probably come out a lot like LA.
I haven't seen that game, but I will try to get a look at a copy. I have been working on a framework of Skills for the modification. It is a bigger list (with several extra Primary Skill Areas to handle the Spells & professions of the genre) than the standard Star Frontiers game, but I feel like it is necessary.

One area that I feel good about, is how this design has already lent itself to the creation of something akin to Prestige Classes. Mix a few Martial (military psa) skills, with a few Divine Spellskills to open up some other 'advanced options' to build something akin to a Paladin type... the mechanism works a lot like the advanced spaceship skills taken from the Knight Hawks expansion. Other character achetypes can be conceived in this way, and I look forward to how additional types of characters will develop.

It is still early in the idea stage, and I have other obligations to deal with as well, but it looks to be developing well.
 

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Another aspect of developing this project is the question of Races to be included in a mod such as this. I had some preconceptions on including certain iconic fantasy races, and then I had a conversation on the subject where absolute uniqueness was urged as the order of the day.

So, what say you regarding races to include if only 4 races should be considered core? Should there be the ones that come right out of standard settings (dwarf, elf, orc, human)? or should there be completely unique & original ones that have never seen the light of day? Should I just re-interpret the original Star Frontiers races, fitting them into a fantasy world setting (bring on the Sathar Archamages)? Other suggestions?
 

Only add fantasy races if you really want to. There are already plenty to choose from.

Along with the core races you could include the 4 or 5 new ones in Zebulons Guide and make the handfull of sentient species that are listed throughout the published adventures playable races. (Ul-Mor, Kurabandi, and others). It has been a while since I took a look at my books, but I seem to remember none of them were way overpowered.

One time when I GM'd a Star Frontiers game I only had two players. They took an Ul-Mor cleric with them using converted AD&D spells. Looking back on it, it was SOOO BROKEN. But why not. We were in 7th grade and we had a ton of fun. I even had a player bring a Smurf into my game.

Sidenote: Sather archmages would indeed be scary.
 

Yes, I think I will re-interpret the basic SF races (Dralasites, Vrusk, Yazirian, and Human, with the Sathar for npc) based on a fantasy world where the races each developed alongside each other (albeit in different locales or environments). I have a mind to also setup some basic fantasy races (basic dwarf, fey, orc/goblin, and more) in an appendix for those that might desire them.

All in all, my main objective is to develop the basic fantasy rules using the rule-mechanics of SF. It was not my objective to design a new campaign environment altogether; I meant to leave that to the individual referee/dm to do, although it seems that a basic world to jump right into is preferable by many (those short of time, energy, or creative aptitude to develop their own)... so it seems at the very least, I will be writing some campaign notes to help the process of world-building along.

Any ideas for working out a history of sorts utilizing the main 5 races in a fantasy environment will be most welcome. Bear in mind, I am looking for an Alternate Reality that includes magic and such... not a special world where the space-faring races all meet up and learn magic. I do not want to taint the basic SF setting with this alternate magical reality, but to allow Ref/DM's to utilize Dimensional Travel (to where magic is real) or time travel (if the magic portions are unused), with the existing SF game rules... or separate campaign altogether.

Feel free to suggest away on Campaign issues, Specific Rule ideas, and whatever else might be on your mind.
 


Mycanid said:
This looks interesting so far smoot! :) Good stuff....
Thanks.

The Star Frontiers game is very good, and so far, everything I want to do has been very straightforward. I think the specific SpellSkills and their effects will be challenging to come up with, but I do not foresee any real impasses. Last night I made a few decisions on how Armor, Shields, and the appropriate Armor & Shield Skills would work in the setting. I will be sharing some of my more specific details very soon. :D
 

Here is the bulk of my modifications to the Martial PSA (akin to the Military PSA). Most rules here are extrapolations of existing rules and existing optional rules. I also suggest that the optional rules for more lethal combat be used (see increased damage dice for Weapon Skills and modified PS rules) - see StarFrontiersman SF Alpha Dawn rule book (optional rules near end of book). Getting hit with a sword hurts!!

Martial Skills - There are several different Martial skills. Most of them involve the use of weapons. Armor and Shield skills involve the use of protective gear, and Unarmed Combat covers fighting without weapons. Riding and Siege Equipment are also grouped here even though they often involve seemingly unrelated skills.
Weapon Skills – Success Rate: ½ Dex or ½ Str + Skill Level. Although different types of weapon groups use different abilities to determine successful strikes (see individual groups below), all weapon skills work the same way. Each level of skill adds 10% to the character’s chance to hit with that type of weapon. A roll of 96-00 always misses, no matter what the character’s modified chance to hit is. Each type of weapon has its own skill and characters must increase their scores separately in each. When a character uses experience points to increase one weapon skill, his other weapon skills are not affected.
Axes & Poleaxes (Str)
Heavy Swords, one or two-handed (Str)
Light Swords, Daggers & Knives (Dex)
Maces, Flails & other blunt (Str)
Spears & Piercing Polearms (Str)
Bows (Dex)
Crossbows (Dex)
Slings (Dex)​
See also optional rules for additional damage dice from skill levels and optional Punching Score rules.
Armor Skills – Success Rate: Special. There are many types of individual armors (see Equipment, armor), and there are three different armor skills, however all armor skills work the same way. Each level of skill reduces the Dex/RS penalties by 2 points to a minimum penalty of zero. Each level of skill reduces the damage dealt to the suit of armor from an attack by one point (not the damage that the character suffers). This is deducted after the armor-damage/character damage split is calculated. With the proper tools, a character can repair armor damage at a rate of one point of damage per skill level per day, but some craft skills may modify this figure. Each category of armor has its own skill and characters must increase their scores separately in each. When a character uses experience points to increase one armor skill, his other armor skills are not affected.
-Light Armors are typically made of Cloth, Leathers, Hides and similar materials. Although it can vary to some degree, Light Armors reduce damage by 25%, reduce Dex/RS scores by 6 points (penalty), and can absorb 50 points of damage before being destroyed. Light Armor Skill is a prerequisite for Medium Armor Skill.
- Medium armors are typically crafted from combinations of sturdy undercoats with metal plates, rings, scales, or similar protective materials covering vital areas. Although it can vary to some degree, Medium Armors reduce damage by 50%, reduce Dex/RS scores by 10 points (penalty), and can absorb 150 points of damage before being destroyed. A character must have 2 skill levels in Light Armor Skill in order to learn Medium Armor Skill. Medium Armor Skill is a prerequisite for Heavy Armor Skill.
- Heavy armors are very costly and are crafted predominantly of metal, although there are portions made from other materials (such as undercoats or padding). Although it can vary to some degree, Heavy Armors reduce damage by 75%, reduce Dex/RS scores by 20 points (penalty), and can absorb 250 points of damage before being destroyed. A character must have 2 skill levels in Medium Armor Skill in order to learn Heavy Armor Skill.​
Shield Skill – shield damage deflection reduces damage caused by weapons by the total % (always rounded down – see equipment, shields). This damage is reduced before any other armor considerations. The character must be aware of the attack or able to move & react normally in order to gain the advantage of the shield (not against sneak attacks, or when the character is incapable of defending). A character that is flanked must designate which opponent he is using his shield to defend against. A character that takes no other action aside from defending against attacks gets a bonus of +20% to his shield deflection. Although different types of shields exist and the materials used in their construction may vary, the Shield Skill can be used universally with any shield device.
- Unskilled gain only the shield equipment deflection
- Skilled +5% per Skill Level added to shield deflection.
- At Shield Skill level 3, a second adjacent opponent may be designated
- At Shield Skill level 6, a third adjacent opponent may be designated​
Riding Skill - undeveloped yet
Siege Warfare - undeveloped yet
Unarmed Fighting / Martial Arts - undeveloped but expected to be similar or the same as standard SF rules
 
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I like the way this is going. I'm the guy with the Star Frontiers remastering project. I like what I see here!

There is a lot of tech in the core book that can be looked to for magical item ideas - inertia, sonic, albedo, holo screens, etc. Robots=constructs (elementals, zombies, etc.)

If you're going truly nostalgic, you could even make a map for the fantasy world whose cities are located where the star systems are currently shown, with a scale in leagues or miles or something. A system where there's only an outpost would be a village, etc. The nebulae areas (mysterious areas difficult to navigate and cross) could be oceans or mountain ranges or vast swamps or wastes. Lots of options.

I'll volunteer to help playtest (my family and I, that is), and when you're done I'll make it all pretty (I have artists on my team now!!) and put it in a PDF form, crediting ya.

-Bill Logan
Referee@StarFrontiersman.com
www.StarFrontiersman.com
 

CleanCutRogue said:
If you're going truly nostalgic, you could even make a map for the fantasy world whose cities are located where the star systems are currently shown, with a scale in leagues or miles or something. A system where there's only an outpost would be a village, etc. The nebulae areas (mysterious areas difficult to navigate and cross) could be oceans or mountain ranges or vast swamps or wastes. Lots of options.
I think this is a great idea, as it certainly a nod back to original Star Frontiers, and it helps tie the endeavor close to its roots, beyond even the basic rule framework. I wonder if there are any aspiring cartographers who might like to address this? I am not much of a map-maker myself.
 

CleanCutRogue said:
I like the way this is going. I'm the guy with the Star Frontiers remastering project. I like what I see here!

There is a lot of tech in the core book that can be looked to for magical item ideas - inertia, sonic, albedo, holo screens, etc. Robots=constructs (elementals, zombies, etc.)

If you're going truly nostalgic, you could even make a map for the fantasy world whose cities are located where the star systems are currently shown, with a scale in leagues or miles or something. A system where there's only an outpost would be a village, etc. The nebulae areas (mysterious areas difficult to navigate and cross) could be oceans or mountain ranges or vast swamps or wastes. Lots of options.

I'll volunteer to help playtest (my family and I, that is), and when you're done I'll make it all pretty (I have artists on my team now!!) and put it in a PDF form, crediting ya.

-Bill Logan
Referee@StarFrontiersman.com
www.StarFrontiersman.com

Well hello! :) A very warm welcome to you! Anndddd ... your first post on this subject too.

Any ideas or feedback or the map thing smootrk asked?
 

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