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Conversion: Fantasy Rules into Star Frontiers
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<blockquote data-quote="CleanCutRogue" data-source="post: 3531551" data-attributes="member: 51922"><p>I sent this in the form of an email, then thought it would be better in here in order to encourage additional cooperation. So I copy & paste from my Sent Items folder below:</p><p></p><p>Nifty!! Some comments...</p><p></p><p>1) I prefer you use INT rather than Personality because of the symmetry of it; INT and LOG are paired. I know you already made it this way, but I noticed your "(maybe personality?)" and wanted to chime in my opinion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-P" title="Stick out tongue :-P" data-smilie="7"data-shortname=":-P" /></p><p></p><p>2) Since spell points are universal (that is, points earned for your levels in one spell skill can be used to power spells from another spell skill), I don't think the bonus gained from LOG (or INT) should be added for each skill. It seems like a bit too much of a bonus, in my opinion, unless you're going for a very high-magic setting where wizards of renown build up huge batteries of magic energy - in which case leave it as it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>3) The spell point bonus by ability score table gives positive boosts even for an ability score of 1%... shouldn't there be a minimum prerequisite for gaining a magical skill? If so, start your bonus spell points there. For example: if you make it require a minimum of 60% in LOG or INT:</p><p></p><p>60-64 +0</p><p>65-69 +1</p><p>70-74 +2</p><p>75-79 +3</p><p>80-84 +4</p><p>85-89 +5</p><p>90-94 +6</p><p>95... +7...</p><p></p><p>This way, there exists a +0 level, a basic level, for those who barely qualify, and people with higher stats (normal highest you can start with in classic AD is 85 if you roll a 70 and shift 10 points then add 5 to it if you're human).</p><p></p><p>4) are ya sure a spell point should cost experience points on a 1:1 basis? Seems to me if you allow these spell points to get too large in number it will make the game VERY high-magic. If that's what you're looking for, then that's super. If you're looking for more of a tolkein-esque level of magic, it might be a bit too disbalancing to allow people to buy up huge batteries of spell points.</p><p></p><p></p><p>I say these things because there are no character classes and therefore no simple way to put artificial limits on weapon use and such. For example: if I make a wizard character, there is nothing in the rules currently to prevent me from also making him an excellent warrior with weapon skills (even very militant weapons) and armor and shields.</p><p></p><p>Overall I do like your approach. It's very simple and easy to manage and tweak - just like Star Frontiers rules in general.</p></blockquote><p></p>
[QUOTE="CleanCutRogue, post: 3531551, member: 51922"] I sent this in the form of an email, then thought it would be better in here in order to encourage additional cooperation. So I copy & paste from my Sent Items folder below: Nifty!! Some comments... 1) I prefer you use INT rather than Personality because of the symmetry of it; INT and LOG are paired. I know you already made it this way, but I noticed your "(maybe personality?)" and wanted to chime in my opinion :-P 2) Since spell points are universal (that is, points earned for your levels in one spell skill can be used to power spells from another spell skill), I don't think the bonus gained from LOG (or INT) should be added for each skill. It seems like a bit too much of a bonus, in my opinion, unless you're going for a very high-magic setting where wizards of renown build up huge batteries of magic energy - in which case leave it as it :-) 3) The spell point bonus by ability score table gives positive boosts even for an ability score of 1%... shouldn't there be a minimum prerequisite for gaining a magical skill? If so, start your bonus spell points there. For example: if you make it require a minimum of 60% in LOG or INT: 60-64 +0 65-69 +1 70-74 +2 75-79 +3 80-84 +4 85-89 +5 90-94 +6 95... +7... This way, there exists a +0 level, a basic level, for those who barely qualify, and people with higher stats (normal highest you can start with in classic AD is 85 if you roll a 70 and shift 10 points then add 5 to it if you're human). 4) are ya sure a spell point should cost experience points on a 1:1 basis? Seems to me if you allow these spell points to get too large in number it will make the game VERY high-magic. If that's what you're looking for, then that's super. If you're looking for more of a tolkein-esque level of magic, it might be a bit too disbalancing to allow people to buy up huge batteries of spell points. I say these things because there are no character classes and therefore no simple way to put artificial limits on weapon use and such. For example: if I make a wizard character, there is nothing in the rules currently to prevent me from also making him an excellent warrior with weapon skills (even very militant weapons) and armor and shields. Overall I do like your approach. It's very simple and easy to manage and tweak - just like Star Frontiers rules in general. [/QUOTE]
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