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DarkMatter d20?
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<blockquote data-quote="vturlough" data-source="post: 303240" data-attributes="member: 3268"><p><strong>more ideas</strong></p><p></p><p>Okay, if this is going to be done, the person would need to define the "sacred" cows of Alternity to make sure they are in the d20 version and that they work as best they can. </p><p></p><p>Here is my partial list:</p><p></p><p>Skill based (classes don't get special abilities)</p><p>Complex Skill checks (not sure how to do that with the numbers going higher in d20)</p><p>Secondary Damage</p><p>Complex results - (M)OGA</p><p>Quality of items</p><p>Damage types</p><p>Wound Points</p><p>Armor</p><p>Fatigue</p><p>(okay, whole system, but never mind that.)</p><p></p><p>We have talked about some of these. Let's look at some more.</p><p></p><p>Complex skill checks - best way, maybe only way, is to not roll high for this. Might go against d20, I don't know. Also, off the top of myhead, not sure how to create the OGA ranges. In other words, with an average of 12 and 4 ranks at 1st level, if you add them together, you get some type of success 80% of the time! That is obviously too much. Hmm. Might require some thought.</p><p></p><p>Secondary Damage - As above.</p><p></p><p>Quality - What if you also had OGA quality? Could affect damage type. (Again, this gets complicated, how I do it, so if there is a better way, let me know.) First of all, armor can work. Most is Ordinary. Masterwork could be Good and Magical could be Amazing. Weapons could be the same and damage could downgrade. (Again, as a direct translation, this only work with fewer wound points.) </p><p></p><p>Weapons/Armor - both are rated by Quality. Armor resists so much. (I liked the randomness of the amount of protection, and it worked with secondary damage. It depends how much is being converted.) Again, higher quality armor reduces damage from lower quality weapons. </p><p></p><p>Spells - Again, to do a direct translation would take lots of time. What I liked about SAGA was the ability to do a spell as needed within a spell casters realm. Perhaps that could be done here. (I have started this but haven't finished it.) Stoneskin, for example, as a direct translation, would be A/1d8. </p><p></p><p>Notes - The problem is that Alternity doesn't emphasize the items as DND does. So, you can't have as much magic or spells like Stoneskin don't work as they are intended. (Or, I guess we could default that equal type goes to defender. That does mean that there is marginal weapons and armor for unarmed people.) I can't think of a good way to have Stoneskin work in the face of all magic weapons being Amazing quality. </p><p></p><p>Well, here are some more thoughts on how to do it. Again, a lot of "flavor" will be gone but we knew that. </p><p></p><p>turlough</p></blockquote><p></p>
[QUOTE="vturlough, post: 303240, member: 3268"] [b]more ideas[/b] Okay, if this is going to be done, the person would need to define the "sacred" cows of Alternity to make sure they are in the d20 version and that they work as best they can. Here is my partial list: Skill based (classes don't get special abilities) Complex Skill checks (not sure how to do that with the numbers going higher in d20) Secondary Damage Complex results - (M)OGA Quality of items Damage types Wound Points Armor Fatigue (okay, whole system, but never mind that.) We have talked about some of these. Let's look at some more. Complex skill checks - best way, maybe only way, is to not roll high for this. Might go against d20, I don't know. Also, off the top of myhead, not sure how to create the OGA ranges. In other words, with an average of 12 and 4 ranks at 1st level, if you add them together, you get some type of success 80% of the time! That is obviously too much. Hmm. Might require some thought. Secondary Damage - As above. Quality - What if you also had OGA quality? Could affect damage type. (Again, this gets complicated, how I do it, so if there is a better way, let me know.) First of all, armor can work. Most is Ordinary. Masterwork could be Good and Magical could be Amazing. Weapons could be the same and damage could downgrade. (Again, as a direct translation, this only work with fewer wound points.) Weapons/Armor - both are rated by Quality. Armor resists so much. (I liked the randomness of the amount of protection, and it worked with secondary damage. It depends how much is being converted.) Again, higher quality armor reduces damage from lower quality weapons. Spells - Again, to do a direct translation would take lots of time. What I liked about SAGA was the ability to do a spell as needed within a spell casters realm. Perhaps that could be done here. (I have started this but haven't finished it.) Stoneskin, for example, as a direct translation, would be A/1d8. Notes - The problem is that Alternity doesn't emphasize the items as DND does. So, you can't have as much magic or spells like Stoneskin don't work as they are intended. (Or, I guess we could default that equal type goes to defender. That does mean that there is marginal weapons and armor for unarmed people.) I can't think of a good way to have Stoneskin work in the face of all magic weapons being Amazing quality. Well, here are some more thoughts on how to do it. Again, a lot of "flavor" will be gone but we knew that. turlough [/QUOTE]
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