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Star Wars to Spycraft
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<blockquote data-quote="Mal Malenkirk" data-source="post: 427040" data-attributes="member: 834"><p>You can port directly the combat system with its half action and no iterative attacks. You can port all of the standard feats and use them to replace the Star Wars feats with the exception of the Force feats (who might need reworking to fit)</p><p></p><p>But we might be talking about a bit more work than that...</p><p></p><p>What's cool about a Spycraft classes is that there are goodies at each level.</p><p></p><p>They are all built on a model where each class gets certain type of class abilities at regular intervals and in the end there are no blank levels (levels without class abilities).</p><p></p><p>For example, they all have a super 14th level abilities. They all have a tough 10th/20th level abilities. They all have a flavor ability every 4 levels. etc.</p><p></p><p>Part of the balancing factor of these class are their Gadget points and Mission budgets. These can only be ported in Star Wars if you adopt a format of adventure where your heroes are a crack squad of rebels/imperials used for special mission and thus they have patrons willing to outfit them for any given missions.</p><p></p><p>If you play a freewheeling campaign where PCs have no stable employer and pick up their equipment on the fly, you have to get rid of the budget/gadget points and rebalance some of the class who had more or less than average on these two attributes.</p><p></p><p>Anyway; the soldier can port as is. The Wheelman can become a pilot. The other classes can all make sense if you work in a special ops kind of game. You then need to design class(es) that are balanced on this model.</p><p></p><p>After that you need to assign BP value to the star wars equipment and GP to vehicles as well as invent/adapt gadgets.</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 427040, member: 834"] You can port directly the combat system with its half action and no iterative attacks. You can port all of the standard feats and use them to replace the Star Wars feats with the exception of the Force feats (who might need reworking to fit) But we might be talking about a bit more work than that... What's cool about a Spycraft classes is that there are goodies at each level. They are all built on a model where each class gets certain type of class abilities at regular intervals and in the end there are no blank levels (levels without class abilities). For example, they all have a super 14th level abilities. They all have a tough 10th/20th level abilities. They all have a flavor ability every 4 levels. etc. Part of the balancing factor of these class are their Gadget points and Mission budgets. These can only be ported in Star Wars if you adopt a format of adventure where your heroes are a crack squad of rebels/imperials used for special mission and thus they have patrons willing to outfit them for any given missions. If you play a freewheeling campaign where PCs have no stable employer and pick up their equipment on the fly, you have to get rid of the budget/gadget points and rebalance some of the class who had more or less than average on these two attributes. Anyway; the soldier can port as is. The Wheelman can become a pilot. The other classes can all make sense if you work in a special ops kind of game. You then need to design class(es) that are balanced on this model. After that you need to assign BP value to the star wars equipment and GP to vehicles as well as invent/adapt gadgets. [/QUOTE]
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