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Conversion: Fantasy Rules into Star Frontiers
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<blockquote data-quote="smootrk" data-source="post: 3549215" data-attributes="member: 28583"><p>I would like to throw down a few guidelines in the hope that a couple of folks might want to contribute to the magic aspects of this kind of mod.</p><p></p><p>1. Damage should be limited to 1d10 per level, or scale with the overall character's level in the particular spell-skill suite. Roughly 6d10 max, although it could increase for special cases, for instance fire spell vs. a cold nature creature.</p><p></p><p>2. We can all safely assume that D&D will be a huge source of inspirational material. I would like to somewhat limit the top level effects of Spell Skills to approximately 3rd to 4th level spell equivalents. Some 4th level effects might even need to be pared down a bit.</p><p></p><p>3. Spell Casting costs should be approximately 1 Spell Point per Spell-Skill 'level' to fire off the spell. There can be additional costs for extending duration, adding extra effects, or otherwise modifying the effect.</p><p></p><p>4. Everything we produce need not have a D&D (or other system) equivalent spell. Some can be simple special abilities gained upon reaching certain levels in a Spell-Skill. For instance, a Fire inspired spell skill might grant some sort of continuous fire resistance.</p><p></p><p>5. Spell-Skill suites can be flexible, and need not all be related by the exact type of magic cast. For instance, a Faerie Spell-Skill might have Invisibility, Size Reduction/Growth, Charm/Friendship, Summon Animal, and other only thematically-related powers. This might/can be especially true when it comes to some Divine Spell-Skill powers that might be related only by the Deity/Power in question.</p><p></p><p>Anyhow, in the next few days, I will go ahead and post up the document of modifications that I have been working on for anyone to comment or critique. Any Star Frontiers fans should feel free to pipe in... especially I am looking for a decent Shield Equipment/Shield Skill mechanism (as I am not very satisfied with my own design).</p></blockquote><p></p>
[QUOTE="smootrk, post: 3549215, member: 28583"] I would like to throw down a few guidelines in the hope that a couple of folks might want to contribute to the magic aspects of this kind of mod. 1. Damage should be limited to 1d10 per level, or scale with the overall character's level in the particular spell-skill suite. Roughly 6d10 max, although it could increase for special cases, for instance fire spell vs. a cold nature creature. 2. We can all safely assume that D&D will be a huge source of inspirational material. I would like to somewhat limit the top level effects of Spell Skills to approximately 3rd to 4th level spell equivalents. Some 4th level effects might even need to be pared down a bit. 3. Spell Casting costs should be approximately 1 Spell Point per Spell-Skill 'level' to fire off the spell. There can be additional costs for extending duration, adding extra effects, or otherwise modifying the effect. 4. Everything we produce need not have a D&D (or other system) equivalent spell. Some can be simple special abilities gained upon reaching certain levels in a Spell-Skill. For instance, a Fire inspired spell skill might grant some sort of continuous fire resistance. 5. Spell-Skill suites can be flexible, and need not all be related by the exact type of magic cast. For instance, a Faerie Spell-Skill might have Invisibility, Size Reduction/Growth, Charm/Friendship, Summon Animal, and other only thematically-related powers. This might/can be especially true when it comes to some Divine Spell-Skill powers that might be related only by the Deity/Power in question. Anyhow, in the next few days, I will go ahead and post up the document of modifications that I have been working on for anyone to comment or critique. Any Star Frontiers fans should feel free to pipe in... especially I am looking for a decent Shield Equipment/Shield Skill mechanism (as I am not very satisfied with my own design). [/QUOTE]
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