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Core Rifts Ideas (vis a vie Modern/Future/DnD)
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<blockquote data-quote="Graf" data-source="post: 2470451" data-attributes="member: 3087"><p>I want to respond to posts in more detail but real life (upcoming test) are going to make this short.</p><p></p><p></p><p>Yeah. That was what I was getting at. I'm not even sure if I'll ever been in a position to run it but I was also, though this was poorly expressed, about -what- is integral to the setting and what can be left by the wayside.</p><p>(Attempting and actual port never entered my mind.)</p><p></p><p></p><p></p><p>As a general policy I would prefer to avoid making rules changes that altered he composition of foes, etc. significantly</p><p>As an alternative I was thinking about using the weapon damages in Starwars actually. Higher damage ranges would mean the system could support DRs similar to 3.0 (i.e. 50/adamantium).</p><p>Full body MDC armor would also provide DR.</p><p></p><p>In terms of themes</p><p>The key themes that I see floating around CS can both be</p><p>1. Against the Darkness (vs. powerful supernatural foes).</p><p>2. We have met the enemy and they are us (vs. internal CS corruption)</p><p>I think that mimicing these themes in Modern/Future would work.... has anyone tried?</p><p></p><p>Outside of CS it gets trickier....</p><p>the themes seem to be</p><p>1. Fighting the good fight (DnD)</p><p>2. Exploration (very DnD)</p><p>3. </p><p>but I'm having trouble pinning them down easily. What are the themes that people have used in their games (or found re-occuring).</p><p></p><p>I know that Palladium takes registered copyrights and so forth seriously (and I'm supportive of that) but can people who have done conversions share a little about some of the key decisions they've made.</p><p>Ex:</p><p>Sorts of systems used: Straight DnD with cosmetic modifications for guns? Or a hybrid of other systems? Anybody tried Modern?</p><p>(people generally like being a 1st level Cyberknight a lot more than a "fast" hero 1)</p><p></p><p>In terms of Modern/Future/Apoc</p><p>Are the kinds of cyberware, mutant creatures, etc. in those books similar/adaptable to Rifts?</p><p></p><p>Also</p><p>Juicers are, by design, better than other classes. How did you handle this? (I would be tempted to make the initial side effects more pronounced or else limit their awesomeness in some fashion).</p><p>Anythoughts on balancing magic vs. tech?</p><p></p><p></p><p></p><p>(I agree that the world is awesome).</p><p>The "powerbloat" in rifts was always something of an issue, by the time atlantis/england/wormwood came out it was rare to see a nonMDC character (unless they were a temporal warrior or something else with lots of attacks and autododge).</p><p>Which was a similar problem to DnD 2nd ed in that if you wanted to play with the new (or superpowerful) stuff you had to constantly start new characters.</p><p></p><p></p><p>How are these books?</p><p></p><p>Off to study but thanks for sharing your responces everyone!</p></blockquote><p></p>
[QUOTE="Graf, post: 2470451, member: 3087"] I want to respond to posts in more detail but real life (upcoming test) are going to make this short. Yeah. That was what I was getting at. I'm not even sure if I'll ever been in a position to run it but I was also, though this was poorly expressed, about -what- is integral to the setting and what can be left by the wayside. (Attempting and actual port never entered my mind.) As a general policy I would prefer to avoid making rules changes that altered he composition of foes, etc. significantly As an alternative I was thinking about using the weapon damages in Starwars actually. Higher damage ranges would mean the system could support DRs similar to 3.0 (i.e. 50/adamantium). Full body MDC armor would also provide DR. In terms of themes The key themes that I see floating around CS can both be 1. Against the Darkness (vs. powerful supernatural foes). 2. We have met the enemy and they are us (vs. internal CS corruption) I think that mimicing these themes in Modern/Future would work.... has anyone tried? Outside of CS it gets trickier.... the themes seem to be 1. Fighting the good fight (DnD) 2. Exploration (very DnD) 3. but I'm having trouble pinning them down easily. What are the themes that people have used in their games (or found re-occuring). I know that Palladium takes registered copyrights and so forth seriously (and I'm supportive of that) but can people who have done conversions share a little about some of the key decisions they've made. Ex: Sorts of systems used: Straight DnD with cosmetic modifications for guns? Or a hybrid of other systems? Anybody tried Modern? (people generally like being a 1st level Cyberknight a lot more than a "fast" hero 1) In terms of Modern/Future/Apoc Are the kinds of cyberware, mutant creatures, etc. in those books similar/adaptable to Rifts? Also Juicers are, by design, better than other classes. How did you handle this? (I would be tempted to make the initial side effects more pronounced or else limit their awesomeness in some fashion). Anythoughts on balancing magic vs. tech? (I agree that the world is awesome). The "powerbloat" in rifts was always something of an issue, by the time atlantis/england/wormwood came out it was rare to see a nonMDC character (unless they were a temporal warrior or something else with lots of attacks and autododge). Which was a similar problem to DnD 2nd ed in that if you wanted to play with the new (or superpowerful) stuff you had to constantly start new characters. How are these books? Off to study but thanks for sharing your responces everyone! [/QUOTE]
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