Rifts

Mokona

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What do you think of this method for running Rifts:

Ignore game balance between PCs (you'd need a roleplay oriented group but that isn't a problem for me).
Allow characters created from D&D, D20 Wheel of Time, D20 Modern-Past-Future, D20 Call of Cthulhu, and D20 Star Wars.
Allow FX systems from all the above (Arcane, Divine, Psionics, Channeling, Technology, Sanity, Psychics, and the Force).
Use Wound Points and Vitality. Regular weapons do V damage, mega weapons do WP damage.
Use armor as DR from Unearthed Arcana.

Would it work? Would it be fun (I can just see a Force user facing off against an Aes Sedai style channeler)? Are there any other rules mods (keep this, drop that, etc) that would prevent major headaches?
 

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I did something similar by dropping some different elements into my last D&D campaign: Star Wars human jedi consulars & guardians; Judge Dredd human Psi & Street judges; Omega World pure strain humans & human mutants (sometimes with psionic powers); and aasimar paladins (with no level adjustment). Toward the end I even added super-heroes using the old Villains & Vigilantes rules. One of the players immediately identified it as d20 Rifts, which I had tried to do in the past with DragonStar and Omega World rules.

My advice is to make one system the base. I used D&D 3.5 d20. I also used hit points. I would keep that mechanic as well as Mega-Damage for Rifts. MDC Armor in Rifts just gets plinked away during combats, anyway. Spells/psionics/the Force/whatever FX are transparent. That is, they all basically work the same way and can be stopped by each other; i.e. Dispel Magic also disrupts other effects/FX. FX is MDC. That would be a really fun and easy conversion of Rifts to d20.
 

I'm with Scourger, choose one system and use that. I use D20 Modern as a base. I've had to do a bit more converting of classes and such, but it fits my vision of how Rifts should be than the D&D rules.

All in all, if you're having fun that's all that matters.

Kane
 


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