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Coverting Rifts to D&D?
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<blockquote data-quote="scourger" data-source="post: 1837678" data-attributes="member: 12328"><p><strong>Ow</strong></p><p></p><p>The best rules set I found for my Rifts d20 converted game was Omega World (OW--from the Polyhedron side of Dungeon #94). The mutations can be easily applied to simulate dog-boys or whatever you want to have for mutants or psychics. Standard D&D classes & spells for magic. And the OW game has good high-tech items presented in a simple system. I didn't use mega-damage, but you could easily incorporate it. </p><p></p><p>I do suggest using d20 from the get-go. I think my game ultimately failed because the players were continually comparing the d20 versions of their characters to the Palladium versions. Just use Rifts as the world setting. </p><p></p><p>A game that I'm running now that accomplishes the same flavor is a D&D adventure (the Shackled City adventure path) with OW, Jedi & Judge Dredd characters mixed in. One player even called it Rifts d20.</p></blockquote><p></p>
[QUOTE="scourger, post: 1837678, member: 12328"] [b]Ow[/b] The best rules set I found for my Rifts d20 converted game was Omega World (OW--from the Polyhedron side of Dungeon #94). The mutations can be easily applied to simulate dog-boys or whatever you want to have for mutants or psychics. Standard D&D classes & spells for magic. And the OW game has good high-tech items presented in a simple system. I didn't use mega-damage, but you could easily incorporate it. I do suggest using d20 from the get-go. I think my game ultimately failed because the players were continually comparing the d20 versions of their characters to the Palladium versions. Just use Rifts as the world setting. A game that I'm running now that accomplishes the same flavor is a D&D adventure (the Shackled City adventure path) with OW, Jedi & Judge Dredd characters mixed in. One player even called it Rifts d20. [/QUOTE]
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Coverting Rifts to D&D?
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