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Sword and Sorcery Saga v. 1.02 and NEW Adventure Conversion!
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<blockquote data-quote="pukunui" data-source="post: 4517186" data-attributes="member: 54629"><p>OK cool.</p><p></p><p>Just curious as to where you got some of your spells -- are they from the Conan and Grim Tales games? They certainly don't look like 3.5 spells (and they don't - for the most part - look like Force powers ...). Did you just make some/all of them up from scratch?</p><p></p><p>Fair enough. I guess the way they solved that issue with 4e was by simply removing things like <em>wish</em> altogether.</p><p></p><p>Hmm. This is something I'll have to think about some more ...</p><p></p><p>Essentially, they've made some "low-level" artifacts that you can put into your game earlier, so they're not all epic-level things. Also, every artifact is more or less intelligent, with its own goals and personality, and each one also has a concordance score. If you do stuff that it likes, your score goes up, and you unlock more of the artifact's abilities. If you do things that it doesn't like, the score goes down and it eventually tries to rid itself of you. Even if it likes you, though, it'll eventually leave.</p><p></p><p>OK. I think I would need to have some sort of healing potion that actually healed hit points. The healing in SWSE is the biggest thing that my group <em>doesn't</em> like about the rules. They would demand that I at least give them healing potions.</p><p></p><p>I could make healing potions that do these things as well as ones that heal hit points, too, couldn't I?</p><p></p><p>Seems to me like in that context, "priest" should just be a roleplaying thing. I don't really see the point of having a mechanical feature (eg. a talent) that confers no obvious mechanical benefit.</p><p></p><p>I do, however, like the idea of priests largely being noncombatants. I've always kind of felt like clerics and paladins overlap as "holy warriors". There should be one or the other.</p><p></p><p>OK. That makes sense.</p><p></p><p>I didn't even know there were poisons in SWSE. Shows how much I know! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> EDIT: That's because they're in the GM's chapter and I hadn't ever looked at it before just now. Most of those things could be ported quite nicely over to fantasy ... off the top of my head, the only stuff that's "missing" is the other sorts of energy damage (electricity, sonic, cold). </p><p></p><p>That's a good idea and there is one precedent for it in the SWSE rules (there's a jedi talent that requires a minimum BAB).</p><p></p><p>I'd only be interested in the classes, I think. <em>Maybe</em> the spells but I don't know.</p><p></p><p>To be honest, the <em>length</em> of the statblock isn't such an issue. What I really hated about 3.5 statblocks was that they were essentially a wall of text and they can't be used as-is unless you've memorized all the rules because special abilities, spells, feats, immunities, and the like aren't listed in the statblock so you end up having to look stuff up all over the place. The nice thing about 4e statblocks is that everything is spelled out right there in the statblock so you don't have to look stuff up elsewhere in order to run a monster.</p><p></p><p></p><p>EDIT: With regard to switching to giving races only bonuses to stats instead of penalties ... I wonder how compatible the 4e races would be with the Saga rules? Racial encounter powers aside, it seems like they could work fairly well. I like the idea of having several different races of humans, but I don't know if I can manage without dwarves, elves and halflings. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I also can't decide whether I prefer the old way or the new way of doing racial stats. The new way clearly has fewer balance issues, but at the same time, I like the idea that some creatures are worse at things as well as better ...</p><p></p><p></p><p>EDIT AGAIN: Would it work to take something like a stun grenade and reskin it as a <em>thunderstone</em>, or would it be too powerful? I was just thinking that something like that could be used with the condition track in mind.</p></blockquote><p></p>
[QUOTE="pukunui, post: 4517186, member: 54629"] OK cool. Just curious as to where you got some of your spells -- are they from the Conan and Grim Tales games? They certainly don't look like 3.5 spells (and they don't - for the most part - look like Force powers ...). Did you just make some/all of them up from scratch? Fair enough. I guess the way they solved that issue with 4e was by simply removing things like [I]wish[/I] altogether. Hmm. This is something I'll have to think about some more ... Essentially, they've made some "low-level" artifacts that you can put into your game earlier, so they're not all epic-level things. Also, every artifact is more or less intelligent, with its own goals and personality, and each one also has a concordance score. If you do stuff that it likes, your score goes up, and you unlock more of the artifact's abilities. If you do things that it doesn't like, the score goes down and it eventually tries to rid itself of you. Even if it likes you, though, it'll eventually leave. OK. I think I would need to have some sort of healing potion that actually healed hit points. The healing in SWSE is the biggest thing that my group [I]doesn't[/I] like about the rules. They would demand that I at least give them healing potions. I could make healing potions that do these things as well as ones that heal hit points, too, couldn't I? Seems to me like in that context, "priest" should just be a roleplaying thing. I don't really see the point of having a mechanical feature (eg. a talent) that confers no obvious mechanical benefit. I do, however, like the idea of priests largely being noncombatants. I've always kind of felt like clerics and paladins overlap as "holy warriors". There should be one or the other. OK. That makes sense. I didn't even know there were poisons in SWSE. Shows how much I know! ;) EDIT: That's because they're in the GM's chapter and I hadn't ever looked at it before just now. Most of those things could be ported quite nicely over to fantasy ... off the top of my head, the only stuff that's "missing" is the other sorts of energy damage (electricity, sonic, cold). That's a good idea and there is one precedent for it in the SWSE rules (there's a jedi talent that requires a minimum BAB). I'd only be interested in the classes, I think. [I]Maybe[/I] the spells but I don't know. To be honest, the [I]length[/I] of the statblock isn't such an issue. What I really hated about 3.5 statblocks was that they were essentially a wall of text and they can't be used as-is unless you've memorized all the rules because special abilities, spells, feats, immunities, and the like aren't listed in the statblock so you end up having to look stuff up all over the place. The nice thing about 4e statblocks is that everything is spelled out right there in the statblock so you don't have to look stuff up elsewhere in order to run a monster. EDIT: With regard to switching to giving races only bonuses to stats instead of penalties ... I wonder how compatible the 4e races would be with the Saga rules? Racial encounter powers aside, it seems like they could work fairly well. I like the idea of having several different races of humans, but I don't know if I can manage without dwarves, elves and halflings. ;) I also can't decide whether I prefer the old way or the new way of doing racial stats. The new way clearly has fewer balance issues, but at the same time, I like the idea that some creatures are worse at things as well as better ... EDIT AGAIN: Would it work to take something like a stun grenade and reskin it as a [I]thunderstone[/I], or would it be too powerful? I was just thinking that something like that could be used with the condition track in mind. [/QUOTE]
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