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General Tabletop Discussion
*TTRPGs General
What Property That Has Never Had A TTRPG Adaptation Deserves one?
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<blockquote data-quote="kronovan" data-source="post: 9183064" data-attributes="member: 6775134"><p>My primary criteria for the rules for an adapatation of The Elder Scrolls, is something that's skills based/focused. IMO SWADE definitely meets that criteria, as skill-traits are at its core. Will Herrmans's adaptation uses one of Zadmar Games' variations on powers to implement the Magick of the ES verse. It works well and does a decent job of capturing the pervasive and plentiful nature of magick in the setting, as well as trapping the flavor. As I said above, that adaptation was homebrewed for the Deluxe edition of the rules and it needs adjustments for SWADE; power modifiers in particular need a rethink. In one of my own homebrews, I made power modifiers only available via those learned from NPC trainers or from the discovery of uncommon artifcacts like scrolls - worked well to decelerate power creep. The limited impact on PC advancement that classes gave in ES III and IV, does seem to align well with SW professional edges, as compared to the classes of a heavily class-driven TTRPG like 5e.</p><p></p><p>Of the 2 latter systems you listed...IMO they do meet the criteria of being skills based. AGE's focuses only being able to be advanced once beyond initial selection, makes it much less so; albeit Ability advances being fairly frequent help somewhat. Personally, I've run a few too many AGE campaigns and are too burned out on the problems intro'd by HP bloat, unsaveable spell power values and auto-hit from poor defenses, to really consider it. Modern AGE did intro Modes to address 2 of those, but I don't think enough to suit an Elder Scroll adaptation. BRP would do it better; I'm just not convinced it'd do it better than either the SWD or SWADE editions of SW.</p></blockquote><p></p>
[QUOTE="kronovan, post: 9183064, member: 6775134"] My primary criteria for the rules for an adapatation of The Elder Scrolls, is something that's skills based/focused. IMO SWADE definitely meets that criteria, as skill-traits are at its core. Will Herrmans's adaptation uses one of Zadmar Games' variations on powers to implement the Magick of the ES verse. It works well and does a decent job of capturing the pervasive and plentiful nature of magick in the setting, as well as trapping the flavor. As I said above, that adaptation was homebrewed for the Deluxe edition of the rules and it needs adjustments for SWADE; power modifiers in particular need a rethink. In one of my own homebrews, I made power modifiers only available via those learned from NPC trainers or from the discovery of uncommon artifcacts like scrolls - worked well to decelerate power creep. The limited impact on PC advancement that classes gave in ES III and IV, does seem to align well with SW professional edges, as compared to the classes of a heavily class-driven TTRPG like 5e. Of the 2 latter systems you listed...IMO they do meet the criteria of being skills based. AGE's focuses only being able to be advanced once beyond initial selection, makes it much less so; albeit Ability advances being fairly frequent help somewhat. Personally, I've run a few too many AGE campaigns and are too burned out on the problems intro'd by HP bloat, unsaveable spell power values and auto-hit from poor defenses, to really consider it. Modern AGE did intro Modes to address 2 of those, but I don't think enough to suit an Elder Scroll adaptation. BRP would do it better; I'm just not convinced it'd do it better than either the SWD or SWADE editions of SW. [/QUOTE]
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What Property That Has Never Had A TTRPG Adaptation Deserves one?
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