Star Frontiers Conversion Advice?

rowport

First Post
Hey, folks! I am working on converting a Star Frontiers module to d20 Future to run for a game at GenCon. Unfortunately, I do not really know the Star Frontiers rules at all (the last time I played the original was about 1983..!) so converting to d20 Modern/Future is proving difficult for me. Are there any quick and dirty conversion methods out there? I am looking for equivalent stats between the two systems, mostly.
 

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I am not that familiar with the mechanics of Star Frontiers, but I have a process that I think is relatively universal, at least for translating into d20.

1) Make a photocopy of the module and read through it with a highlighter in my hand. I mark anything that involves game mechanics.
2) Decide what level party you want playing the module.
3) Go through each highlighted bit and decide what the nearest equivalent is. This mostly involves assigning DCs to skill checks. Read through the skill description in your d20M core book and/or the Difficulty Class Examples on p. 44. Note: don't try to match the probability of the old mechanic, just the closest sense you have of how hard it should be. When in doubt, it's a DC 15.
4) Don't convert NPCs point-by-point. Read up on them to get the broad idea, the ur-character, if you will, and then rebuild the character from the ground up in the new ruleset. Character level should be assigned based on the level of the party.
5) As much as possible, convert equipment by just finding something in d20 Modern, Future or Future Tech that is pretty much the same concept and changing the name. If you want to make adjustments, put the data you aready have in the format given in the original. I like to use Excel to create the tables, but you can also just cut-and-paste the tables out of the SRD and empty out the cells to give you the paradigm.
6) Maps may need to be re-gridded for 2-meter or 5-foot squares. It may be that you can do this by eyeball at game time, but it may also be convenient to create maps that can be printed out so that the miniatures can be placed directly on them.
7) Combats and the vital skill checks must be assigned ELs, according to the rules in d20M 204-209.
8) Wealth bonuses should be assigned by the table on 204, or by treating all ELs as CRs, calculating a new total encounter level, and then consulting the table on 204. Or by assigning whatever number first comes into your head as you drive a spike into it with a rubber mallet -- whichever method is less painful and disorienting.

More generally, I'd advise:

Don't cross-breed pigs and elephants. Make the conversion as native to the new system as possible. It's less work for you, less to explain at the gaming table, and less of a hassle for the players who have already learned the rules as written. Go native with your conversion at every step possible.
 

I am familiar with all the mechanics for Star Frontiers (still have my Alpha Dawn and Knight Hawks boxed set, as well as severla modules). What module are you looking to convert, and I will try to help you out as best I can.

As far as stat go, Star Frontiers used 8 divided into four groups:

Strength/Stamina - Becomes Strength/Constitution
Dexterity/Reaction Speed - Becomes dexterity
Intuition/Logic - Becomes Wisdom/Intelligence
Personality/Leadership - Becomes Charisma

Abilities ranged from 1-100, with 100 being the highest. As far as equivalencies go, I'll have to check my Alpha Dawn when I get home, and see if I can you give you a better idea.

Come to think of it, since you rarely see scores <30 or >80 in Star Frontiers, I would probably do a conversion like this:

30 = 8
35 = 9
40 = 10
45 = 11
50 = 12
55 = 13
60 = 14
65 = 15
70 = 16
75 = 17
80 = 18

That should pretty much cover you. I've been planning on doing a Star Frontiers D20 Future campaign for some time now, so I have already thought over a lot of this. :D
 
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Hello there rowport.

I like the work Rhun has started for you, and although I haven't played the game in a LONG time, it certainly was one of my favorites! That said ... there are lots of Star Frontiers sites out there with all sorts of material. Here are two links that could provide a beginning for you to search through. Perhaps work has already been done!

1.) http://www.omegarising.com/modules.php?op=modload&name=Web_Links&file=index&req=viewlink&cid=10

2.) http://www.rpggateway.com/Systems/Pen_and_Paper/Star_Frontiers/

Much good luck to you, and long live the Vrusk. :)
 

Thanks, guys!

I hear you about not making a literal translation, JA. The rest of your approach makes complete sense. (I have already been checking out your Star*Drive site, too, so thanks for that!)

Rhun, the problem I have is that being unfamiliar with the Star Frontiers system, I have no sense of what a certain stat should "feel" like in d20 Modern terms. Converting between two systems that I know well (like d20 and HERO), I can guesstimate a translation like "d20 STR 18 is HERO STR 20" or "HERO PRE 20 is d20 CHA 18" and so forth. So, any sense of the equivalence between the two systems' stats would be helpful. The stat types you note below are already helpful in that sense, but adding numbers would be even better. For instance, how would this stat line translate:
"Pirate A (RW-, M30, PS 3, IM 4, RS 35, STA 50)"

EDIT: Funny! Rhun edited his post to include the info I needed before I hit Enter! :)
 

rowport said:
"Pirate A (RW-, M30, PS 3, IM 4, RS 35, STA 50)"


Must be Crash on Volturnus, eh?


The RW is Ranged Weapon
M is Melee

This is the percent chance to hit. So the RW is - since "Pirate A" has no weapon. To hit in melee combat, he has a 30% chance.

PS is Punching Score if I remember correctly, which is the damage bonus to melee attacks (and is 1/10th of STR, which means this pirate has a STR score of either 30/35). IM is Iniative Modifier, which is the bonus to the 1d10 iniative roll. Then, they only give you the pirate;s Reaction Speed and Stamina stat, as the rest didn't really matter.
 

Ok

Pirate A does not have a ranged weapon (RW-)

His melee attack hit rate is is 30% (M30)

His punching score is 3 (PS 3) He does 3 extra points of damage with melee weapons and punching.

His initiative modifier on a d10 is 4 (IM 4) The higher the better. Average.

His reaction speed is 35% (RS 35) this is very similar to a reflex save. Below average.

His stamina is 50. (Sta 50) This is his hit points. Average.
 
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Star Frontiers used an Ability Score Table to determine abilities, where your percentile roll actually corresponded to a number on a table, with results from 30 to 70. Then, depending on your race, you may have up to a +10 or -10 for each ability. After looking over that in my Alpha Dawn Expanded Rules, I would stick to the chart I made in my post above as a guideline.

And for what it is worth, a 45 was considered human average in Star Frontiers for an ability.
 


Whisperfoot said:
If you haven't done so already, download this: http://www.wizards.com/default.asp?x=d20modern/we/20040928a - that is assuming that the module uses the sathar. I wrote that, so post any comments about it here.



A very nice write-up...I actually downloaded it quite a while ago. I just personally hate the Sathar as enemies. Their physical appearance just has never inspired fear. I've replaced them in my space campaign with a futuristic version of the Yuan-Ti from D&D. :D
 

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