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<blockquote data-quote="CRG" data-source="post: 252526" data-attributes="member: 5867"><p>This is VoodooGroves - I'm in processing of changing all of my accounts (hotmail, AIM, etc.) over to a new name. We use AIM sometimes to talk to customers as well as hotmail occaisonally on the road and really, I'm getting alot of flak for the "voodoo".</p><p></p><p>So sad. Anywho.</p><p></p><p>Here's the basic gist...</p><p></p><p>Like I said previously we've tried to do miniatures battles using older Warhammer systems on top of our D&D games. Once every few months, etc. where the miniatures battle fought represented some part of a large campaign (game was set in GH after the ashes kinda time period). For a variety of reasons, it didn't work.</p><p></p><p>So, here's what we decided we wanted / needed</p><p> - Characters / creatures should translate across proprotionately. Elves and their dex bonus should come across, as should the dwarven con bonus, etc. It didn't need to be a serious factor at every point but really, the D&D attributes should matter and translate</p><p> - Skills and feats of indviduals (whether leaders or not) should also be roughly translated. There should be a feel that things </p><p> - Magic system should be D&D / D20. Maybe its a simplified version, but all sorts of funky specialness from the D&D system should exist (magic missile, mordenkainen's sword, etc. should all work as you may expect).</p><p> - The ruleset needed to be easily understood and D20 based. We didn't want to have to relearn / reteach another system while playing.</p><p> - Some guidelines needed to exist that tranlsated the CR appropriately for the various models onto the battlefield. We wanted to make sure that if we did a skirmish of a few ogres against a bunch of warriors using the normal D&D rules that the overall outcome and balance would be the same if we "scaled it up" to a battlefield.</p><p> - It needed to be faster and simpler than ordinary D20 with 500 models - no complex math, etc. We needed to play this in an afternoon or evening</p><p></p><p>The basic point of these is that we wanted something that scaled up, looked like D&D, smelled lie D&D and that we could play using semi-broken down D20 rules. It needed to have D&D balance. At any point where we "simplified" or sped things up we wanted a person playing for the first to think "oh yeah, makes sense. gave up some granularity for speed. its still basically D&D though".</p><p></p><p>To that end, I've put something together and asked the Natural 20 press folks to look at it. With their Supers Tookit coming out in a few weeks, I expect they are busy. Hopefully I'll hear something back soon.</p><p></p><p>Does this help?</p></blockquote><p></p>
[QUOTE="CRG, post: 252526, member: 5867"] This is VoodooGroves - I'm in processing of changing all of my accounts (hotmail, AIM, etc.) over to a new name. We use AIM sometimes to talk to customers as well as hotmail occaisonally on the road and really, I'm getting alot of flak for the "voodoo". So sad. Anywho. Here's the basic gist... Like I said previously we've tried to do miniatures battles using older Warhammer systems on top of our D&D games. Once every few months, etc. where the miniatures battle fought represented some part of a large campaign (game was set in GH after the ashes kinda time period). For a variety of reasons, it didn't work. So, here's what we decided we wanted / needed - Characters / creatures should translate across proprotionately. Elves and their dex bonus should come across, as should the dwarven con bonus, etc. It didn't need to be a serious factor at every point but really, the D&D attributes should matter and translate - Skills and feats of indviduals (whether leaders or not) should also be roughly translated. There should be a feel that things - Magic system should be D&D / D20. Maybe its a simplified version, but all sorts of funky specialness from the D&D system should exist (magic missile, mordenkainen's sword, etc. should all work as you may expect). - The ruleset needed to be easily understood and D20 based. We didn't want to have to relearn / reteach another system while playing. - Some guidelines needed to exist that tranlsated the CR appropriately for the various models onto the battlefield. We wanted to make sure that if we did a skirmish of a few ogres against a bunch of warriors using the normal D&D rules that the overall outcome and balance would be the same if we "scaled it up" to a battlefield. - It needed to be faster and simpler than ordinary D20 with 500 models - no complex math, etc. We needed to play this in an afternoon or evening The basic point of these is that we wanted something that scaled up, looked like D&D, smelled lie D&D and that we could play using semi-broken down D20 rules. It needed to have D&D balance. At any point where we "simplified" or sped things up we wanted a person playing for the first to think "oh yeah, makes sense. gave up some granularity for speed. its still basically D&D though". To that end, I've put something together and asked the Natural 20 press folks to look at it. With their Supers Tookit coming out in a few weeks, I expect they are busy. Hopefully I'll hear something back soon. Does this help? [/QUOTE]
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