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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: 4517102" data-attributes="member: 6779"><p>True. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>It should be standard action, yes. One of the reasons I'm revising <em>S&S Saga</em> is because it was my first attempt and I was still learning the system, so there's a lot of stuff like that in there.</p><p></p><p></p><p></p><p>The main purpose of XP costs is to make it REALLY expensive for PCs to cast a spell, in a way that hurts. Otherwise, there's nothing to keep high-level characters from <em>wishing</em> themselves crazy-high stats and so forth. XP is the one thing that players really hate to give up. Treasure? Pfah. Hit points? No problem! XP? Aaaah!</p><p></p><p>So if you don't want to charge XP, you're going to have to find something equally valuable for them to give up. The only real option I can see that comes close is ability scores, which are even <em>more</em> valuable. You can get new XP by slaying orcs. You can only get ability scores by slaying enough orcs to go up four levels...</p><p></p><p></p><p></p><p>I haven't looked much at the 4E artifacts, so I can't really say. It might be that if you get rid of the plusses and just keep the wonky effects, they'd work.</p><p></p><p></p><p></p><p><em>S&S Saga</em> uses the same healing rules as <em>SWSE</em> for the most part. A healing potion would probably be equivalent to a <em>SWSE</em> medpack. Some of the creatures in the monster doc have potions of a sort, which are written up thus:</p><p></p><p></p><p></p><p>Alternatively, you could say that one use of a healing potion confers a free second wind or the benefits of the Indomitable talent, or something similar.</p><p></p><p></p><p></p><p>Pretty much. The role of priests varies wildly from campaign to campaign. In a <em>Conan</em>-esque campaign, they're more likely to be the badguys and get a sword up the gullet, while in a <em>Robin Hood</em> campaign even the lowliest brigand would think twice before attacking Friar Tuck.</p><p></p><p></p><p></p><p>That was the idea, yes. Generally speaking, learning how to administer antidotes is more basic and widespread knowledge than learning precisely how to brew poisons. The rules for poison, such as they are, are the same as in <em>SWSE</em> -- generally an attack against Fort defense that either moves the target down the condition track, or confers some condition such as <em>blind</em> or <em>slowed</em>. (Fairly similar to the 4E method, as I understand it.) There's some more info on poisons in the monster doc as well.</p><p></p><p></p><p></p><p>To get away from that model, actually, for the 3.5 conversion I've been giving some of the more magical abilities a minimum AAB requirement; as every class gets AAB, even though some get it slower than others, this provides flexibility while still keeping some of the more overpowering abilities in the "gotta earn it" category.</p><p></p><p></p><p></p><p>Converting them to talent trees was the first step for my 3E conversion; that part was fairly easy. It's just the spells that are slowing me down now.</p><p></p><p></p><p></p><p>As far as other game elements, take a look at the monster doc when it's done and let me know what you think. Keep in mind that some of the stat blocks in the monster doc will seem quite long because they've got the rules associated with a power in question right on them. (Things like "swallow whole" and "petrifying gaze" have been streamlined as best I can, but still take a good-sized paragraph to summarize.)</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: 4517102, member: 6779"] True. :) It should be standard action, yes. One of the reasons I'm revising [I]S&S Saga[/I] is because it was my first attempt and I was still learning the system, so there's a lot of stuff like that in there. The main purpose of XP costs is to make it REALLY expensive for PCs to cast a spell, in a way that hurts. Otherwise, there's nothing to keep high-level characters from [i]wishing[/i] themselves crazy-high stats and so forth. XP is the one thing that players really hate to give up. Treasure? Pfah. Hit points? No problem! XP? Aaaah! So if you don't want to charge XP, you're going to have to find something equally valuable for them to give up. The only real option I can see that comes close is ability scores, which are even [i]more[/i] valuable. You can get new XP by slaying orcs. You can only get ability scores by slaying enough orcs to go up four levels... I haven't looked much at the 4E artifacts, so I can't really say. It might be that if you get rid of the plusses and just keep the wonky effects, they'd work. [I]S&S Saga[/I] uses the same healing rules as [I]SWSE[/I] for the most part. A healing potion would probably be equivalent to a [i]SWSE[/i] medpack. Some of the creatures in the monster doc have potions of a sort, which are written up thus: Alternatively, you could say that one use of a healing potion confers a free second wind or the benefits of the Indomitable talent, or something similar. Pretty much. The role of priests varies wildly from campaign to campaign. In a [i]Conan[/i]-esque campaign, they're more likely to be the badguys and get a sword up the gullet, while in a [i]Robin Hood[/i] campaign even the lowliest brigand would think twice before attacking Friar Tuck. That was the idea, yes. Generally speaking, learning how to administer antidotes is more basic and widespread knowledge than learning precisely how to brew poisons. The rules for poison, such as they are, are the same as in [i]SWSE[/i] -- generally an attack against Fort defense that either moves the target down the condition track, or confers some condition such as [i]blind[/i] or [i]slowed[/i]. (Fairly similar to the 4E method, as I understand it.) There's some more info on poisons in the monster doc as well. To get away from that model, actually, for the 3.5 conversion I've been giving some of the more magical abilities a minimum AAB requirement; as every class gets AAB, even though some get it slower than others, this provides flexibility while still keeping some of the more overpowering abilities in the "gotta earn it" category. Converting them to talent trees was the first step for my 3E conversion; that part was fairly easy. It's just the spells that are slowing me down now. As far as other game elements, take a look at the monster doc when it's done and let me know what you think. Keep in mind that some of the stat blocks in the monster doc will seem quite long because they've got the rules associated with a power in question right on them. (Things like "swallow whole" and "petrifying gaze" have been streamlined as best I can, but still take a good-sized paragraph to summarize.) -The Gneech :cool: [/QUOTE]
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