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Sword and Sorcery Saga v. 1.02 and NEW Adventure Conversion!
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<blockquote data-quote="The_Gneech" data-source="post: 4516355" data-attributes="member: 6779"><p>The only aspect of 4E I have in mind to move directly over is the XP Budget system, which I've <a href="http://www.gneech.com/swordandsorcery/#encounterbudget" target="_blank">already done here</a>.</p><p></p><p>The general list of changes I have in mind:</p><p></p><ul> <li data-xf-list-type="ul">Revamp the races. The Horse Lords are underpowered and rather dull by comparison, and I'll probably remove negative stat mods and just go with bonuses.</li> <li data-xf-list-type="ul">Change favored class to give you +1 hp/level of favored class, rather than an extra talent.</li> <li data-xf-list-type="ul">Give the spells another pass at editing to find ways to simplify them; hopefully add a few more.</li> <li data-xf-list-type="ul">Revise weapon and armor stats/rules. This part will also be in the monster doc, which will probably be done by the end of the coming weekend.</li> </ul><p></p><p>I probably won't address the prestige classes this time around, but will do them as a separate document later.</p><p></p><p></p><p></p><p>ValhallahGH expressed it pretty well -- there <em>are</em> magic items, but they tend to be a lot less common and a lot more powerful -- sorta skipping the "+1 dagger" phase and jumping straight to the "artifact" phase. They also tend to not stick around very long.</p><p></p><p>Small-scale healing potions and the like can easily be put in; beyond that, when it comes to magic items, try to come up with neat and funky effects rather than numerical bonuses. For a weapon or armor, I wouldn't go above a +1 bonus -- the system is already scaled to balance without magic items. Instead, things like a <em>gem of true seeing</em> or a <em>carpet of flying</em> should be the kind of thing to look for.</p><p></p><p></p><p></p><p>No, it's a social benefit. It makes you a vested priest of an established church, which usually confers some authority and access to resources.</p><p></p><p></p><p></p><p>I'd have to look at it again, but IIRC <em>curse of the long death</em> has Remove Poison as a prerequisite, because Remove Poison is a prerequisite of Brew Poison.</p><p></p><p>The minimum level prerequisites, as I recall, were usually for play balance, or because a certain talent didn't "feel right" below a given level. Again, I'd have to look at the specific talent to say.</p><p></p><p></p><p></p><p>It's not <em>directly</em> compatible at all; you'd be better off using 3.5 materials, which can be converted on-the-fly by flipping the saving throws to defense scores. (Again, the monster doc will have guidelines for this.)</p><p></p><p>I haven't examined how <em>Saga </em>will perform past 20th level, but it should be viable. There will be a slightly larger discrepancy between attacks and defenses, particularly for characters with the 3/4 BAB, but it won't completely break the way 3E does.</p><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 4516355, member: 6779"] The only aspect of 4E I have in mind to move directly over is the XP Budget system, which I've [url=http://www.gneech.com/swordandsorcery/#encounterbudget]already done here[/url]. The general list of changes I have in mind: [LIST] [*]Revamp the races. The Horse Lords are underpowered and rather dull by comparison, and I'll probably remove negative stat mods and just go with bonuses. [*]Change favored class to give you +1 hp/level of favored class, rather than an extra talent. [*]Give the spells another pass at editing to find ways to simplify them; hopefully add a few more. [*]Revise weapon and armor stats/rules. This part will also be in the monster doc, which will probably be done by the end of the coming weekend. [/LIST] I probably won't address the prestige classes this time around, but will do them as a separate document later. ValhallahGH expressed it pretty well -- there [i]are[/i] magic items, but they tend to be a lot less common and a lot more powerful -- sorta skipping the "+1 dagger" phase and jumping straight to the "artifact" phase. They also tend to not stick around very long. Small-scale healing potions and the like can easily be put in; beyond that, when it comes to magic items, try to come up with neat and funky effects rather than numerical bonuses. For a weapon or armor, I wouldn't go above a +1 bonus -- the system is already scaled to balance without magic items. Instead, things like a [i]gem of true seeing[/i] or a [i]carpet of flying[/i] should be the kind of thing to look for. No, it's a social benefit. It makes you a vested priest of an established church, which usually confers some authority and access to resources. I'd have to look at it again, but IIRC [i]curse of the long death[/i] has Remove Poison as a prerequisite, because Remove Poison is a prerequisite of Brew Poison. The minimum level prerequisites, as I recall, were usually for play balance, or because a certain talent didn't "feel right" below a given level. Again, I'd have to look at the specific talent to say. It's not [i]directly[/i] compatible at all; you'd be better off using 3.5 materials, which can be converted on-the-fly by flipping the saving throws to defense scores. (Again, the monster doc will have guidelines for this.) I haven't examined how [I]Saga [/I]will perform past 20th level, but it should be viable. There will be a slightly larger discrepancy between attacks and defenses, particularly for characters with the 3/4 BAB, but it won't completely break the way 3E does. -The Gneech :cool: [/QUOTE]
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