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<blockquote data-quote="Jürgen Hubert" data-source="post: 2246268" data-attributes="member: 7177"><p>Should be easy, especially since there are some fan conversions already on the Strike-To-Stun website.</p><p></p><p>The changes I can think of at the moment:</p><p></p><p>- Some attributes have gone or folded into other attributes.</p><p></p><p>- Racial attribute modifiers have changed (elves and dwarves are no longer as overpowering; halflings are no longer quite as useless).</p><p></p><p>- Almost all attributes have a percentage value now, including Strength and Toughness (you add or substract the first digit of their values to or from damage ratings).</p><p></p><p>- Weapon damage is pretty much the same (though some of them have new qualities that make them more distinctive), but the damage dice has been changed from 1d6 to 1d10 (in fact, the whole game now only uses d10s...).</p><p></p><p>- Armor is much more effective - you substract 1 for leather armor, 3 for chain mail, and 5 for plate.</p><p></p><p>- Magic has been completely rewritten. You now roll a number of d10s up to your Magic Characteristic (1 for Wizard's Apprentices or Priests, 3 for High Priests, 4 for Wizard Lords), add some points to it depending on whether you do any special rituals or use special spell components, and try to beat a certain target number depending on the potency of the spell.</p><p></p><p>The upside is that you can do this as often as you want, without worrying about fatigue or spell points. The downsides are:</p><p></p><p>- If you roll only "1s", you must succeed on a Willpower roll or gain one Insanity point.</p><p></p><p>- If you roll doubles, triples, or quadruples on your roll, Something Bad happens - the more numbers are the same, the worse it will get. This can range from "All food and water fouls within your vicinity" (doubles) to "You can a vision of the Realm of Chaos and can learn Dark Magic if you spend 200 XP" (triples) to "You are sucked into the Realm of Chaos and are lost forever" (quadruples).</p><p></p><p>In other words, it strongly discourages using magic for trivial matters - <em>especially</em> if you are out of Fate Points (the game's "Spend and Get Out of Lethal Situation Free" mechanic).</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 2246268, member: 7177"] Should be easy, especially since there are some fan conversions already on the Strike-To-Stun website. The changes I can think of at the moment: - Some attributes have gone or folded into other attributes. - Racial attribute modifiers have changed (elves and dwarves are no longer as overpowering; halflings are no longer quite as useless). - Almost all attributes have a percentage value now, including Strength and Toughness (you add or substract the first digit of their values to or from damage ratings). - Weapon damage is pretty much the same (though some of them have new qualities that make them more distinctive), but the damage dice has been changed from 1d6 to 1d10 (in fact, the whole game now only uses d10s...). - Armor is much more effective - you substract 1 for leather armor, 3 for chain mail, and 5 for plate. - Magic has been completely rewritten. You now roll a number of d10s up to your Magic Characteristic (1 for Wizard's Apprentices or Priests, 3 for High Priests, 4 for Wizard Lords), add some points to it depending on whether you do any special rituals or use special spell components, and try to beat a certain target number depending on the potency of the spell. The upside is that you can do this as often as you want, without worrying about fatigue or spell points. The downsides are: - If you roll only "1s", you must succeed on a Willpower roll or gain one Insanity point. - If you roll doubles, triples, or quadruples on your roll, Something Bad happens - the more numbers are the same, the worse it will get. This can range from "All food and water fouls within your vicinity" (doubles) to "You can a vision of the Realm of Chaos and can learn Dark Magic if you spend 200 XP" (triples) to "You are sucked into the Realm of Chaos and are lost forever" (quadruples). In other words, it strongly discourages using magic for trivial matters - [i]especially[/i] if you are out of Fate Points (the game's "Spend and Get Out of Lethal Situation Free" mechanic). [/QUOTE]
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