D20 Morrowind?

d'oh! i'd forgotten about the Alchemy! (which is funny since i NEVER play a character without it..) i think the Alchemy would be the biggest problem actually, i figure it should require a Craft:Alchemy test to make a potion, but how should potion making be allowed, should you be required to find a recipy first? should it be feat or class ability or purely skill based? (maybe treat recipes as akin to Wizard spells: make an Alchemy check to learn a recipe, if you fail you cant try to learn that recipe again until you gain a rank in Alchemy)

(okay i got the recipe idea from Arcanum not Morrowind, but i still think it fits nicely..)
 

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JustKim said:
The wandering monster rules would have to be changed. For every hour of travel, roll 1d6. That's how many cliff racers attack you. :p
Damn cliff racers... my haet of u know no limit!
 



The greatest thing about the game is that it's HUGE! I've been playing one character for a while now, but I know if I play another character for a while, I'll have a completely different gaming experience. The world and magic system is just so interesting to me, that's why I'd like to see it in d20 form.

I'm just gonna keep using this thread to rattle of ideas I've had about a conversion. Tell me what you think.

Attributes:

Strength - as in PHB
Endurance - as Con in PHB
Agility - as Dex in PHB

Speed - Determines landspeed like this: each bonus adds 5' to a person's base land speed, each penalty subracts 5'. i.e. Speed 14 = movement of 40 feet (yes, I'm assuming they're medium sized, but there's no halflings in Morrowwind, so there. :)) Also, might this determine your bonus to unarmed attacks and shortblades - if so, then Endurance would effect your spear attacks...

Intelligence - Used to determine the magic points and spell bonuses (Unearthed Arcana Variant?), otherwise functions like as in PHB
Willpower - As Wis in PHB
Personality - As Cha in PHB

Luck - Hard to know if I should include this one. My latest thoughts are this: each skill can have a critical failure or success (1 or 20 respectively) - after one is rolled, a second role is made to determine degree of failure or sucess, the luck bonus or penalty applies to this roll. i.e. Luck 14 character tries to unlock a chest DC 25 (let's say he has a +6 to security checks) and rolls a natural 20 (26 total), critical success. He rolls a second roll, this time applying his luck bonus (or penalty) to the roll. Character rolls a 17 +6(security) +2(luck) = 25! The DM would determine what happened, but in this case I could, for example, say that the character did so well picking the chest, that he did so as a free action. I think this mechanic captures what the luck skill does in the actual game - always in the background, but always a factor.

OK. Enough rambling for now. I'll try to come up with some more ideas to bounce around.
 

Don't forget that there have to be lots and lots of daedra around that can be killed with a few good hits from your average silver claymore, then you take their super-valuable stuff and sell it and live like a king on the mainland for the rest of your life. And you'll be the only one to ever do it because it's so blatantly obvious that no-one would ever think of it.....oh wait... :p

Cliff racers are the devil. I spent about 30 grand and a Golden Saint soul on making a ring called Cliff Racer B Gone that cast Burden and Poison in a 20' radius so they fall to the ground and slowly watch their lives drip away.... :]

Can't wait for ES4.... :D
 

Bah you'd kill the daedra get a super powerful item go to a store to sell it and have to sell it at 1/1000th its value even after buying out the guys entire stock. But heck who needs to make money off items when you got alchemy.

Loved the game but your post reminded me of 2 things I want fixed(I want lots fixed mainly loopholes)but the 2 things are fairly common items worth more than any merchant on the planet can afford, and the enchantment skill really needs some work sure I made some items but they mostly sucked in comparison to items I found and they were a pain to make. Even with a vastly boosted int, a enchant skill boosted to 200 I still failed making some fairly weak items.
 

Nightchilde-2 said:
I've actually pondered this myself. Morrowind and Fable, either one.

However...

I really would think GURPS could do it better. You've already got a scalable, skill-based magic system there.

Or HARP, though I haven't picked that up yet. It also has a scalable magic system.

OT but how is gurps 4e if you know. The last gurps is the 1st I picked up and I couldn't read it. Its the only book in existence that I'm allergic to. Something in the ink, glue, paper or whatever caused me to get nautious every time I opened the book and started to read it.
 

Shard O'Glase said:
Bah you'd kill the daedra get a super powerful item go to a store to sell it and have to sell it at 1/1000th its value even after buying out the guys entire stock. But heck who needs to make money off items when you got alchemy.

Loved the game but your post reminded me of 2 things I want fixed(I want lots fixed mainly loopholes)but the 2 things are fairly common items worth more than any merchant on the planet can afford, and the enchantment skill really needs some work sure I made some items but they mostly sucked in comparison to items I found and they were a pain to make. Even with a vastly boosted int, a enchant skill boosted to 200 I still failed making some fairly weak items.

First thing, find the Mud Crab merchant east of Vivec. He has a gold pool of 10,000 and pays at 100%. Do some creative bargaining and you can get full price for anything. I've built up a couple million dealing out Daedric weapons this way, paying for training in everything and getting up to ridiculously high levels. :]
 

Ignoring the fact that it is a computer game, the world of Morrowind (and the great world spanning all the previous games in the series) is quite intriguing.

Although it plays a little differently to d20 (real time combat for example), I think its the world that makes it interesting as opposed to the system.

Yes, it has monsters/races that are not in the standard books (what campaign setting doesn't) and the fighting is real-time ... not really appropriate for Pen and Paper game, however it is essentially a world with good fluff, which doesn't need a huge rules development.

Granted the magic/alchemy system is entirely "new", however what is it really? Spells cost mana instead of slots/day (UA has an optional system like this for starters), spells cost $$$ to learn (in d20 it does too), spells cost $$$ to invent (you also need special components, as d20). Not much different. When you create a new spell you create it based off a previous spell, so its not too complex.

The biggest complexity would be the alchemy - creation of magic items. Each type of soul you capture increases the maximum bonus available for most items, or the duration/strength of the effect. You can use this to gauge things like 'pluses' on magic weapons, requiring a soul that covers the +1 flaming of a weapon to make it. That sould would have to be rated at +2. Whereas for miscellaneous magic items, you provide them with a mana pool for the spell effect.

So d20 Morrowind is completely in the realms of possibility, you just need the fluff, and some rules development which is quite easy if you keep it down to the barest minimum.
 

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