Showing posts with label conversion. Show all posts
Showing posts with label conversion. Show all posts

Thursday, August 25, 2011

Savage Kingmaker: Building Kingdoms...

Good Morning, All:

What follows are my thoughts on the Savage Worlds basic rule conversions for Kingdom Building as found in Paizo's Pathfinder #32, "Rivers Run Red", from the Kingmaker adventure path. If something is not listed here, assume that it follows the rules found in the original article listed above.

Kingdom Statistics
All kingdom checks (Economy, Loyalty and Stability) are based on the Ruler's Knowledge (Statecraft) skill, which is based on Smarts. Much like the resolution of Mass Battles, characters in specific roles may make an appropriate skill check to assist in one of the three kingdom checks for the month.

Alignment: As Savage Worlds does not have alignment, kingdoms do not recieve any bonuses to kingdom checks based on alignment.

Size: A Kingdom's size remains equal to the number of hexes comprising the kingdom. Kingdom checks suffer a penalty equal to half the kingdom's size, rounded down.

Leadership: Penalties to kingdom checks for missing a particular leadership position are halved from the article itself. (i.e. if the kingdom has no Councilor, then the Loyalty kingdom check suffers a -1 penalty.) Instead of granting bonuses to a kingdom check based on a statistic, each leadership role is allowed to make a single skill check to aid the appropriate kingdom check each month (+1 with a success, +1 per Raise). The skills for each leadership role are defined in the Skill By Leadership Role table below.

Table: Skill By Leadership Role
Leadership RoleSkill
CouncilorKnowledge (Statecraft)
GeneralKnowledge (Battle)
Grand DiplomatKnowledge (Linguistics)
High PriestKnowledge (Religion)
MagisterKnowledge (Arcane)
MarshalKnowledge (Battle)
Royal AssassinIntimidation
SpymasterStreetwise
TreasurerKnowledge (Statecraft)
wardenKnowledge (Battle)

Other Bonuses and Penalties: All other circumstances that impact a kingdom check provide a bonus or impose a penalty that is half that described in the article, round toward the most negative number. Thus, a -1 penalty in the article still grants a -1 penalty, while a +1 does not grant a bonus to the kingdom check, and a +3 only grants a +1 bonus on the kingdom check, etc.

Kingdom Check: Stability
The Ruler makes a Knowledge (Statecraft) skill check in Step 1 of the Upkeep Phase, modified by the kingdom's size as discussed above, the Stability check modifiers as determined per the article (and modified herein) and the skill check results of the appropriate leadership roles. If successful, he reduces Unrest by 1 (or gains 1 BP if Unrest is at 0). On a failure, Unrest increases by 1; on a result of 1 or less, Unrest increases by 2.

Kingdom Check: Loyalty
The Ruler makes a Knowledge (Statecraft) skill check in Step 2 of the Income Phase, modified by the kingdom's size as discussed above, the Loyalty check modifiers as determined per the article (and modified herein), the skill check results of the appropriate leadership roles, and half the BPs being withdrawn, rounded up. On a failure, Unrest increases by the number of BPs withdrawn.

Kingdom Check: Economy
The Ruler makes a Knowledge (Statecraft) skill check in Step 3 of the Income Phase, modified by the Economy check modifiers as determined per the article (and modified herein), the skill check results of the appropriate leadership roles, and an additional penalty based on item rarity (-4 for moderate items and -8 for major items). On a failure, nothing sells. With a success, the Ruler increases the kingdom's treasury by 2 BP (minor items), 8 BP (moderate items) or 15 BP (major items.)

In addition, the Ruler makes a Knowledge (Statecraft) skill check in Step 4 of the Income Phase, modified by the kingdom's size as discussed above, the Economy check modifiers as determined per the article (and modified herein) and the skill check results of the appropriate leadership roles. On a success, increase your kingdom's treasure by a number of BP equal to 1 for every 2 points on the trait check result above the base of 4.

Kingdom Checks: General
In addition, certain events call for kingdom checks in order to minimize or remove any negative impact. Those are simply a Ruler's Knowledge (Statecraft) check, modified by the kingdom's size as discussed above, the Economy, Loyalty or Stability check modifiers as determined per the article (and modified herein) and the skill check results of the appropriate leadership roles.

I think the rest of it could stand as is, at least for the time being. Some experimentation would be necessary. If I had a group interested in carving out a kingdom within the Madlands, I'd definitely try this out. If someone else gives these thoughts a try before I'm able to, any feedback would be greatly appreciated.

With Regards,
Flynn

Tuesday, August 23, 2011

Savage Kingmaker: Exploring Hexes...

Good Morning, All:

Sorry for the side trek, but I felt the need to chat about something else for a post or two. I've been playing most of the summer in a Kingmaker campaign using the Pathfinder rules. While I've enjoyed the experience, I still find the D20 System, even in its Pathfinder incarnation, to be overly complicated. While I'd run MyD20 Light if I had to Referee a D&D-like system again, right now my gaming group prefers Savage Worlds. Being the itinerate tinkerer that I am, I have recently been considering how to convert the basic experience of exploration and kingdom building to Savage Worlds. Below are some of my initial thoughts, in case you are interested.

Travel Times
While Pathfinder breaks down travel times by the party's speed on multiple levels, I prefer the more simplified approach promoted by Savage Worlds. In essence, I'd probably do something like this:

Table: Travel Times
Terrain (Obstacles)Cross The HexExplore the Hex
Grasslands/Plains/Road (Unobstructed)1/2 Day1 Day
Forest/Hills (Average)1 Day2 Days
Mountains/Swamps (Difficult)1 Day3 Days
Note: Characters moving at less than Pace 6 must make a Vigor roll to avoid taking a level of Fatigue from pushing themselves to make that distance. Characters (or mounted characters) moving at a Pace of 9 or higher may half the time listed in the table above.

Order of Exploration
Whenever characters explore an unknown region, I would suggest the following order of operations.

  1. Entering The Hex: When entering the hex, the characters should become aware of any landmark sites. These are sites that can be seen at a great distance on the horizon, such as cities, sizable geographic landmarks or even large structures. The landmark site can be avoided or explored at the explorers' desire.
  2. In addition, the GM should check for Wandering Monsters upon entering a hex, as well as every day or night spent exploring or camping in the hex. (Alternately, you could use a Survival check to avoid such encounters, if you prefer that system, which I personally do. For details, check out Fantasy Flight Games' Wildscape.)
  3. Exploring The Hex: If the characters take the time to explore the hex, the characters should automatically become aware of any standard sites. Standard sites are somewhat secluded, but are immediately identifiable when the explorers come within bow shot range, if not sooner.
  4. In addition, if the characters succeed in a Notice skill check while exploring the hex, they discover any hidden sites that might exist in the hex. Hidden sites are those that are very secluded or hidden, and thus not immediately obvious, even when within bow shot range.

I have yet to tackle "savaging" the Kingdom Building rules, but I've got some thoughts. I'll probably post something later if my thoughts coalesce. In the meantime, enjoy!

Happy Savaging,
Flynn

Monday, June 06, 2011

Traveller to Savage Worlds: Starships & Spacecraft Conversion...

Good Morning, All:

With two of my players out for the summer, the others of my gaming group decided that they would like to play in a short mini-campaign based on my old Traveller adventures. Taking a few moments (okay, closer to a day and a half), I came up with a set of Savage Worlds conversions for Traveller's spacecraft and starships.

Here are the basic tables I designed for conversion, inspired by the numbers found in Slipstream:

Table: Tonnage Conversion
TonnageToughnessSizeHandling
Under 10012(2)Small+1
10014(3)Medium+0
20016(4)Medium+0
40018(5)Medium+0
60020(6)Large-1
80022(7)Large-1
100024(8)Large-1
200026(9)Large-1
400028(10)Huge-2
600030(11)Huge-2
800032(12)Huge-2
1000034(13)Huge-2
2000036(14)Gargantuan-3
4000038(15)Gargantuan-3
6000040(16)Gargantuan-3
8000042(17)Gargantuan-3
10000044(18)Gargantuan-3
20000046(19)Gargantuan-3
40000048(20)Gargantuan-3
60000050(21)Gargantuan-3
80000052(22)Gargantuan-3
100000054(23)Gargantuan-3

Table: Weapon Conversion
WeaponDamageRangeROFNotes
Laser, 1-22d63/6/121AP 6
Laser, 3-53d63/6/121AP 6
Laser, 6-114d63/6/121AP 6
Laser, 12+5d63/6/121AP 6
Laser, 50-ton Bay6d63/6/121AP 6
Laser, 100-ton Bay8d63/6/121AP 6
Particle Accelerator, 1-22d83/6/121AP 7
Particle Accelerator, 3-53d83/6/121AP 7
Particle Accelerator, 6-114d83/6/121AP 7
Particle Accelerator, 12+5d83/6/121AP 7
Particle Accelerator, 50-ton Bay6d83/6/121AP 7
Particle Accelerator, 100-ton Bay8d83/6/121AP 7
Missile Rack, 1-22d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 3-53d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 6-114d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 12+5d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 50-ton Bay6d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 100-ton Bay8d106/12/241AP 8; Shots 12; Reload 1

Using these tables, I came up with the following conversions, which I offer for those who might be interested in using them for their own Traveller conversions:

Close Escort (Type CE): Size 400 tons (Medium); Maneuver 4; Jump 4; Computer Model/6; Cargo 2 tons; Toughness 18(5); Crew 4+8; Handling: +0; Cost: MCr356; Notes: Armored, Atmospheric, Gig; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple particle beam turrets (Dmg 3d8, Rng 3/6/12, ROF 1, AP 7).

Corsair (Type P): Size 400 tons (Medium); Maneuver 3; Jump 2; Computer Model/2; Cargo 160 tons; Toughness 18(5); Crew 5+5; Handling: +0; Cost: MCr180; Notes: Low berths (20); Weapons: 4x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Express Boat (Type X): Size 100 tons (Medium); Maneuver --; Jump 4; Computer Model/4; Cargo 1 ton; Toughness 14(3); Crew 1+1; Handling: +0; Cost: MCr70; Notes: None; Weapons: None.

Express Boat Tender (Type XT): Size 1000 tons (Large); Maneuver 1; Jump 1; Computer Model/3; Cargo 60 tons; Toughness 22(7); Crew 6+7; Handling: +0; Cost: MCr275; Notes: Low berths(20), Ship bay (600 tons); Weapons: None.

Free Trader (Type A2): Size 200 tons (Medium); Maneuver 1; Jump 2; Computer Model/1bis; Cargo 61 tons; Toughness 16(4); Crew 6+7; Handling: +0; Cost: MCr66; Notes: Air/raft, Atmospheric, Low berths(4); Weapons: None.

Fighter: Size 10 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 1 ton; Toughness 12(2); Crew 1; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6) or 1x triple missile turret (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).

Free Trader (Type A): Size 200 tons (Medium); Maneuver 1; Jump 1; Computer Model/1; Cargo 82 tons; Toughness 16(4); Crew 4+8; Handling: +0; Cost: MCr37; Notes: Atmospheric, Low berths(20); Weapons: None.

Gig: Size 20 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 2 tons; Toughness 12(2); Crew 2+4; Handling: +1; Cost: MCr28; Notes: Low berths (3); Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Jump Shuttle (Type JS): Size 200 tons (Medium); Maneuver 3 (or 1 with SDB); Jump 2 (x3, Jump 1 with SDB and x2); Computer Model/1bis; Cargo 2 tons; Toughness 16(4); Crew 3; Handling: +0; Cost: MCr94; Notes: None; Weapons: None.

Lab Ship (Type L): Size 400 tons (Medium); Maneuver 1; Jump 2; Computer Model/2; Cargo 24 tons; Toughness 18(5); Crew 5+15; Handling: +0; Cost: MCr161; Notes: Labs (100 tons), Pinnace; Weapons: None.

Launch (or Lifeboat): Size 20 tons (Small); Maneuver 1; Jump --; Computer Model/1; Cargo 13 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single missile turret (Dmg 2d10, Rng 6/12/24, ROF 1, AP 8).

Mercenary Cruiser (Type C): Size 800 tons (Large); Maneuver 3; Jump 3; Computer Model/5; Cargo 80 tons; Toughness 22(7); Crew 9+20; Handling: +0; Cost: MCr237; Notes: Air/raft, Modular cutter (x2, with ATV Modules); Weapons: None.

Modular Cutter: Size 50 tons (Small); Maneuver 4; Jump --; Computer Model/1; Cargo 2.5 tons; Toughness 12(2); Crew 2+1; Handling: +1; Cost: MCr28; Notes: 30-ton Module bay; Weapons: 2x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).
Modules:
ATV module: includes either a wheeled or a tracked ATV, masses 30 tons. MCrl.8.
Fuel module: 30 tons of fuel tankage. MCrl.
Open module: Customizable frame with 30 tons of excess space which can be allocated to passenger couches, fuel, cargo, cabins or staterooms. MCr2.

Patrol Cruiser (Type T): Size 400 tons (Medium); Maneuver 4; Jump 3; Computer Model/3; Cargo 50 tons; Toughness 18(5); Crew 6+12; Handling: +0; Cost: MCr221; Notes: Atmospheric, G-Carrier, Low berths (4), Ship's Boat; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple missile turrets (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).

Pinnace: Size 40 tons (Small); Maneuver 5; Jump --; Computer Model/1; Cargo 22 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr20; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Safari Ship (Type K): Size 200 tons (Medium); Maneuver 1; Jump 2; Computer Model/1bis; Cargo 2 tons; Toughness 16(4); Crew 6+8; Handling: +0; Cost: MCr69; Notes: Air/raft, Atmospheric, Caging Area (10 tons), Marine Caging Area (13 tons), Life Boat, Trophy Room (10 tons); Weapons: None.

Scout/Courier (Type S): Size 100 tons (Medium); Maneuver 2; Jump 2; Computer Model/1bis; Cargo 3 tons; Toughness 14(3); Crew 1+3; Handling: +0; Cost: MCr29; Notes: Air/raft, Atmospheric; Weapons: None.

Seeker (Type J): Size 100 tons (Medium); Maneuver 2; Jump 2 (although only enough fuel normally for Jump 1); Computer Model/1bis; Cargo 3 tons; Toughness 14(3); Crew 1+3; Handling: +0; Cost: MCr24; Notes: Air/raft, Atmospheric, Half-sized staterooms, Ore Bays (x2, 20 tons each), Prospecting Buggy; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Ship's Boat: Size 30 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 14 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr16; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Shuttle: Size 95 tons (Small); Maneuver 3; Jump --; Computer Model/1; Cargo 71 ton; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr33; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Slow Boat: Size 30 tons (Small); Maneuver 3; Jump --; Computer Model/1; Cargo 20 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr15; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Slow Pinnace: Size 40 tons (Small); Maneuver 2; Jump --; Computer Model/1; Cargo 32 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Subsidized Liner (Type M): Size 600 tons (Large); Maneuver 1; Jump 3; Computer Model/3; Cargo 129 tons; Toughness 20(6); Crew 9+25; Handling: +0; Cost: MCr237; Notes: Launch, Low berths (20); Weapons: None.

Subsidized Merchant (Type R): Size 400 tons (Medium); Maneuver 1; Jump 1; Computer Model/1; Cargo 200 tons; Toughness 18(5); Crew 5+16; Handling: +0; Cost: MCr101; Notes: Atmospheric, Launch, Low berths (9); Weapons: None.

System Defense Boat (Type SB): Size 400 tons (Medium); Maneuver 6; Jump --; Computer Model/5fib; Cargo 5 tons; Toughness 18(5); Crew 10; Handling: +0; Cost: MCr777; Notes: Atmospheric, Heavily Armored; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple missile turrets (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).

Yacht (Type Y): Size 200 tons (Medium); Maneuver 1; Jump 1(x2); Computer Model/1; Cargo 11 tons; Toughness 16(4); Crew 4+9; Handling: +0; Cost: MCr51; Notes: Air/raft, ATV, Double Sized Noble Suite, Ship's Boat; Weapons: None.

Hope This Helps,
Flynn

Monday, March 15, 2010

Hammersong's Legacy: The Greymalkin and Scavenger Worm for S&W...

Good Morning, All:

Here are a few more monsters for the Hammersong's Legacy Campaign Setting. As I have mentioned before, we know that certain monsters are declared Product Identity and are thus considered closed content, including the following: beholder, carrion crawler, displacer beast, umber hulk, and yuan-ti. Since these are Product Identity, I can't use them as is. However, The Iconic Bestiary: Classics of Fantasy, by Ari Marmell of Lion's Den Press, provides 3E statistics for several new monsters. Each one of these creatures correlates to one of the iconic monsters not included in the SRD, including these. They are not the same creatures in disguise, but rather occupy the same niche, and possess comparable though not identical abilities. Given that these stats are Open Content, and because I'd like to use these creatures in some form or fashion in my games, I have elected to include those listed above in Hammersong's Legacy Campaign Setting.

Below are stats for the greymalkin (a replacement for the displacer beast) and the scavenger worm (instead of the carrion crawler), converted to Swords & Wizardry.

Greymalkin
The greymalkin is a predator cat that exists just slightly out of phase with the Plane Prime. The mystical energies surrounding the greymalkin cause the beast to appear in multiple locations at once, as if under a permanent mirror image spell. Greymalkins are fierce hunters, and prefer the challenge of hunting sentient creatures where possible. An average greymalkin exceeds 8 feet in length, and weighs over 400 pounds. Greymalkin attack much like other great cats, preferring to strike from ambush or the advantage of height. They are smart enough to take advantage of their special abilities to attack swiftly and withstand counter-attacks.

Greymalkin: AC 1 [18]; HD 6; Atk: bite (1d8), two claws (1d6); ST: 11; SP: mirror image; MV: 15; CL 7; XP 600.

Scavenger Worm
Scavenger worms roam the many underground caverns and cave systems, feeding on any and every living being they overpower, and any carrion they are fortunate enough to find. They are exceptionally territorial, attacking even on those rare occasions they might not be hungry. Still, they are just barely smart enough to flee from battle if they are badly losing. Most scavenger worms strongly resemble giant centipedes with a circular, moray-like maw. They average 9 to 11 feet in length, and weigh roughly 600 pounds. Once every 1d4 rounds, scavenger worms can spit a 20 foot long cone of tranquilizing spray that forces all within the cone to make a saving throw or fall asleep for 1d8+1 rounds, and thus become easy prey for the ever-hungry scavenger worms.

Scavenger Worm: AC 4 [15]; HD 3; Atk: bite (1d6); ST: 14; SP: tranquilizing spray; MV: 12, climb 9; CL 5; XP 240.

Enjoy,
Flynn

Tuesday, March 09, 2010

Inspired By 4E: Some Warrior Talents...

Good Morning, All:

Looking at D&D 4E, I once again dive into the covers of my PHB for inspiration for possible talents for use with MyD20 Lite. While there are few fans of 4E in the OSR, I myself am ambivalent toward it. From my gaming experiences with the system, I can say that I'm not a big fan of the system, simply because it doesn't fix the biggest issue I had with 3E (and I ran over 400 sessions of 3E over eight years, so I feel well-grounded in this evaluation): I don't like combats that take most of a 3-4 hour session to resolve. I have a strong need for forward motion with my sessions; I want to feel that I've accomplished something story-wise between the start of the session and the end of the session. One long combat just doesn't do it for me. However, I can easily see its appeal to those that do not share my particular desire. There are elements of 4E I enjoy from a game design perspective. If I could fix the combat duration problem, I'd be more prone to actually trying to play or run a long-term 4E campaign. As it is, though, I have purchased these books a few years back and would like to get some use out of them. Hence, I'm writing this series of "Inspired By 4E" posts...

This time around, I'd like to focus on Warrior talents, so I will be looking at Fighter At-Will and Encounter powers. Bear in mind that what I write here isn't official or anything. It's just a translation of game mechanics, with a little bit of my own tastes mixed in. I really appreciate your comments, and they help me as a game designer and as a Referee. Thank you in advance for your time and consideration in reading these posts and the comments you choose to share.

And now, without any further adieu, here are some new talents for consideration:

Cleaving Blow: As a Standard Action, a Warrior may cleave into a target with a melee attack. If the melee attack successfully delivers damage, the Warrior may then inflict additional damage to an enemy adjacent to both the Warrior and the original target equal to half the damage of the original attack, as the blow cleaves through the first target to strike the second.

Ferocious Flurry: As a Standard Action, a Warrior can launch into a ferocious flurry of attacks, drawing the attention of an enemy as the Warrior presses him with zeal. If the Warrior succeeds with a melee attack, he does double damage against his foe. In addition, he draws enough attention from his enemy that an ally adjacent to the foe can move one square away from the enemy as a Free Action, avoiding any attacks based on disengaging from the enemy as part of the process. This action is exhausting, and once it has been attempted, the Warrior cannot attempt it again until he has rested uninterrupted for ten minutes.

Knockdown Blow: As a Standard Action, a Warrior may attack a foe, and if the attack is successful, knock the foe prone through the force of the blow. This action is exhausting, and once it has been attempted, the Warrior cannot attempt it again until he has rested uninterrupted for ten minutes.

Hindering Blow: As a Standard Action, a Warrior may attack a foe, and if the attack is successful, the attack does double damage and numbs the leg(s) of the target sufficiently that his movement is halved until the end of the Warrior's next turn. This action is exhausting, and once it has been attempted, the Warrior cannot attempt it again until he has rested uninterrupted for ten minutes.

Run-By Attack: As a Standard Action, a Warrior can attack a single foe with a melee attack, and if successful, move one square and attack a second foe with a +2 bonus on the attack roll. The movement between the two attacks does not draw any attacks based on disengaging from the enemy. This action is exhausting, and once it has been attempted, the Warrior cannot attempt it again until he has rested uninterrupted for ten minutes.

Shield Push: As a Standard Action, a Warrior may strike an enemy with a melee attack, and then follow up the attack by pushing the enemy back one square. The Warrior moves into the square vacated by the enemy, in essence following the foe as he pushes forward with his shield. The Warrior, of course, must be using a shield, and the target cannot be bigger than one size larger than the Warrior.

Hope This Helps,
Flynn

Sunday, February 28, 2010

Monster Conversion: The Malniatu (Type I Demon)...

Good Afternoon, All:

Let's try something else with monster conversion. Back in the day, one of my favorite settings came from Mayfair Games, the Demons Campaign Setting. Since I like using these creatures in my own games, I should see what it would take to translate them into MyD20 Lite. Besides, it would make for an interesting test of the conversion process.

For reference, here are the gaming stats from the Demons Campaign Setting for the Malniatu, the lowest of the common demons in that setting:

Type I Demon - Malniatu

Rarity: Common
# Appearing: 2-24
Wander Chance: 80%
Intelligence: Average of 8
Alignment: Chaotic Evil
HD: 4
THAC0: 17
Armor Class: 3
# Attacks: 3 (claw/claw/bit)
Damage: 1-6 (claw), 1-8 (bite)
Special Att: Darkness
Special Def: +1 or better to hit
Movement: 12" land/20" air
Magic Tolerance: None
Size: S
XP Award: 420

Combat:
Malniatu are fierce fighters. Their favored tactic is to swarm around a foe and shred him to pieces with their razor sharp claws.

Sphere:
Almost exclusively, Type 1 demons function as servitors and soldiers.

Special:
Malniatu have the ability to create a field of magical darkness at will. These fields extend over a ten foot radius.

Role Playing:
Malniatu are near-mindless creatures that speak in shrieks and howls. Generally, when one malniatu begins chattering, all others within earshot will join him, producing a deafening cacophony of whines and shrieks.
Malniatu are usually interested only in earning the respect of their superiors in the diabolical hierarchy. Most will do anything to achieve this goal.

And here's the process:

Name
The creature's name is, obviously, Malniatu (Type I Demon).

Size
I will call this a Small creature, considering the Role-Aids size stat as shown above.

Type (Subtype)
Since the Malniatu is a Type I demon, I will use the MyD20 Lite type of Planar Monster.

Hit Dice
Reading through the stats above, I can see that the Malniatu is a 4 HD creature, so we let that stand for our conversion here.

Move
Since the Malniatu has 12" land/20" air under movement, that translates roughly to a MyD20 Lite move of 6 and a fly rate of 8.

(EDIT: For clarification purposes, I use a Savage Worlds standard that essentially halves the difference in movement rate above or below human norm. This shrinks the battlefield somewhat, and allows an easier time using a battle mat and minis. Dragons no longer fly off the edge of the battlefield every round. Now it takes them two rounds. ;) )

Armor Class
The Role-Aids stat for the Malniatu's Armor Class is a 3, which translates via OSRIC conversions to a 17. Since the average AC for Small creatures with 4 HD is 15, and this is within four points of that, we can stay with an AC of 17 for this conversion.

Attacks
The Malniatu has two claw (d6) attacks and a bite (d8) attack listed. The attack bonus for a Malniatu is +4 for hit dice, with a +2 bonus for being a Planar Monster, for a total of +6. The damage for each attack is modified by a +2 bonus based on hit dice, and a -1 bonus due to size, for a total of +1. Thus, the Malniatu's attacks are: two claws +6 melee (1d6+1), bite +6 melee (1d8+1).

Saving Throws
Each of the Malniatu's saving throws are +2 due to hit dice and +2 due to being a Planar Monster, for a total of +4. From its Small size, we know that the Reflex save gains a +1 bonus, but the Fortitude save suffers a -1 penalty. That means that the Malniatu's saves are: Fort +3, Ref +5, Will +4.

Special Attacks
Malniatu possess the ability to create darkness within a 10 feet radius at will, so we can define it as a magical darkness up to two squares radius around the demon, which can be activated as a Swift Action. Second, Malniatu have the ability to create a deafening chatter, presumably as a Standard Action, which requires a Fortitude save against a Difficulty of 16 or go temporarily deaf for one hour. Finally, demons in the setting have the special attack of possession.

Special Qualities
In terms of special qualities, the Malniatu has damage reduction (half damage from non-magical weapons). In addition, demons in the setting have the following abilities: alter self, immune (disease, poison), plane shift, protection from extraplanar creatures, see in darkness, temptation.

Magic Resistance
Malniatu do not possess magic resistance.

Challenge Rating and XP Value
The Malniatu has a effective hit dice total of 11, which translates to a Challenge Rating of 3. That means that the Malniatu is worth 600 XP.

The Final Product
Here's the final entry for the Malniatu. You won't see this in an official MyD20 Lite book, simply because the name and basic details are copyrighted. However, it may inspire other creations, and so I provide the following for your pleasure.

Malniatu (Type I Demon)
Malniatu are near-mindless creatures that speak in shrieks and howls. Generally, when one malniatu begins chattering, all others within earshot will join him, producing a deafening cacophony of whines and shrieks. Malniatu are usually interested only in earning the respect of their superiors in the diabolical hierarchy. Most will do anything to achieve this goal.

Malniatu are fierce fighters. Their favored tactic is to swarm around a foe and shred him to pieces with their razor sharp claws.

Malniatu (Type I Demon): Small Planar Monster; CR 3; XP 600; HD 4 (18 hp); MV 6, fly 8; AC 17; AT two claws +6 melee (1d6+1), bite +6 melee (1d8+1); SV Fort +3, Ref +5, Will +4; SA darkness (at will), deafening chatter (Fort DC 16 negates), possession (Will DC 16 resists); SQ alter self, damage reduction (half damage from non-magical weapons), immune (disease, poison), plane shift, protection from extraplanar creatures, see in darkness, temptation.
Special Abilities:
  • Temptation: Demons have the power to tempt mortals to sin. Basically, this magical ability allows a demon to magically manifest any circumstances it needs in order to propagate the sin it represents. A demon of gluttony, for instance, can magically locate a monstrous quantity of food or a barrel of wine whenever he needs one in order to assist in tempting some mortal. Limits are up to the Referee, and the temptation is resolved through roleplay. Once a character has succumbed three or four times, their soul becomes forfeit to the king of demons.

Enjoy,
Flynn

Monday, February 22, 2010

More On Monster Conversion: New Numbers...

Good Afternoon, All:

After going back over the math, and using MyD20 Lite assumptions instead of 3E analysis, I came up with the following values for the Combat Values by Hit Dice table. Also, I'm going to drop the part in the D20 conversion about adding extra hit dice due to Constitution, etc. Finally, I've decide to make Magic Resistance based on hit dice (9+HD) instead of CR (10+CR), for the sake of consistency in the use of HD for determining most features.

HDBase BABAvg ACBase SVBase DCBonus Dmg
1/2+010+013+0
1+111+013+0
2+212+114+1
3+313+115+1
4+414+216+2
5+515+216+2
6+616+317+3
7+717+318+3
8+818+419+4
9+919+419+4
10+1020+520+5
11+1121+521+5
12+1222+622+6
13+1323+622+6
14+1424+723+7
15+1525+724+7
16+1626+825+8
17+1727+825+8
18+1828+926+9
19+1929+927+9
20+2030+1028+10
21+2131+1028+10
22+2232+1129+11
23+2333+1130+11
24+2434+1231+12
25+2535+1231+12
26+2636+1332+13
27+2737+1333+13
28+2838+1434+14
29+2939+1434+14
30+3040+1535+15
That lets me step back to the Sovereign Orb stats, and come up with the following new, improved version:

Sovereign Orb: Large Monster; CR 8; XP 3,600; HD 11 (49 hp); MV 1, fly 6; AC 23; AT two lashes +12 melee (1d6+7); SV Fort +6, Ref +6, Will +6; MR 20; SA gaze attacks (choice of charm monster, confusion, inflict critical wounds, flame strike, hold monster, flesh to stone or sleep, Fort or Will DC 21 negates); SQ all-around vision, darkvision, damage reduction (half damage from physical attacks), energy reduction (half damage from acid, cold, electricity, fire and sonic attacks), mystic sight, telepathy.
Special Abilities:
* All-Around Vision: The Sovereign Orb can see all around itself, and so cannot be flanked.
* Gaze Attacks: The Sovereign Orb may only use a specific gaze attack effect for one round, and then must wait for 1d4 rounds before using it again. The Sovereign Orb may change from one gaze attack effect to another as a Swift Action.
* Mystic Sight: The Sovereign Orb can see magical emanations naturally. It is constantly treated as though under the effects of detect magic. Furthermore, it is treated as though it had spend three full rounds examining anything it sees, for purposes of recognizing the strength of auras, the school of magic, and the like. Additionally, the Sovereign Orb is also treated as though under a constant see invisibility affect.

Please let me know what you think.

With Regards,
Flynn

Thursday, February 18, 2010

An Example of Monster Conversion: The Sovereign Orb...

Good Morning, All:

Here's an example of my first steps as working up a conversion process for bringing D20 System creatures into the MyD20 Lite system. This is likely not the final process, as there is still room for refinement. However, it's what I've come up with after looking over several similar methods out there for converting D20 System creatures into retro-clone and original D&D rules sets.

From the Product Identity declaration in the Legal section of the D20 System Reference Document, Revised, you can see that the following monsters are declared Product Identity and are thus considered closed content: beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. Legally, no OGL-based retro-clone should have any of these monsters present in their books, and when you check them out, you can see that none of them do.

However, there is hope for Open Content monsters that are reminescent of these "forbidden" creatures. The Iconic Bestiary: Classics of Fantasy, by Ari Marmell of Lion's Den Press, provides 3E statistics for seven new monsters, fully ready for use. Each one of these creatures correlates to one of the iconic monsters not included in the SRD. They are not the same creatures in disguise, but rather occupy the same niche, and possess comparable though not identical abilities. Given that these stats are Open Content, I can easily include them, or creatures inspired by them, in MyD20 Lite without a problem.

For example, let's look at the creature known as the beholder, the first on the list of Product Identity from the SRD's declarations. While I cannot release the beholder as part of my system's bestiary, I can take a page from The Iconic Bestiary. Ari Marmell wrote up a creature called the Evil Eye to replace the beholder. Given that I don't like the name "Evil Eye", since alignment is not a required part of MyD20 Lite, I have decided to call this creature a "Sovereign Orb".

In order to create the Sovereign Orb, we can start by converting the Evil Eye OGL stats from the D20 System into MyD20 Lite. The basic process for doing so is outlined below.

Name
The new creature's name is, obviously, Sovereign Orb.

Size
In order to convert the size of the creature into MyD20 Lite stats, I simply use the D20 System version, since the creature is not smaller than Tiny nor larger than Gargantuan. The Sovereign Orb is thus a Large creature.

Type (Subtype)
Since the Evil Eye is an Aberration, I will use the MyD20 Lite type of Monster. There are no subtypes listed, so I don't feel the need to select a subtype for this creature.

Hit Dice
Many of the basic values for a creature in MyD20 Lite are determined by the creature's Hit Dice. To properly convert a creature's HD from the D20 System to MyD20 Lite, start by taking the creature's base hit dice from the stat block. The Evil Eye has 11 hit dice, so that becomes our starting value. We then adjust the number of hit dice by taking the additional hit points (such as the Evil Eye's additional 33 hitpoints), dividing that number by 4.5 (to get 7.333), rounding the result down (which gives us 7), and adding that to the base hit dice (11 + 7 = 18). If the new total is more than double the base hit dice, limit yourself to double the base hit dice.

In this case, the Sovereign Orb will have 18 hit dice. That means that the average hit points for the Sovereign Orb would be 81.

Move
Under the D20 System, the Evil Eye has a base movement of 5 ft. and a fly movement of 30 ft. In MyD20 Lite, this translates to a movement rate of 1 square and a fly rate of 6 squares for the Sovereign Orb.

Armor Class
Looking at the Evil Eye's AC, after adding in size, Dexterity, natural armor, and deflection modifiers, we see that it has an armor class of 25. When I look at the average AC for an 18 HD monster in MyD20 Lite, I see that it should have a value of 27. Since the AC of the Evil Eye is within five points of the average value by Hit Dice, we can set the armor class of the Sovereign Orb at 25.

Attacks
Under the D20 System, the Evil Eye has two lash attacks, at +8 melee for 1d6–1 damage. Converting to MyD20 Lite, we need to first calculate the Sovereign Orb's basic combat values. Starting with 18 HD, we see that the Sovereign Orb starts with a +18 to attack and +9 on damage. When we modify these values for size, we see that the damage adjusts upward to +11, and the base damage for large creatures is 1d8. Monsters gain a +1 bonus on attacks, bringing the creature's attack value up to +19. I'd consider the lash to be somewhat equivalent to a wing buffet, as it is not as strong an attack form as a slam would be. This drops the damage for the lash attack down to 1d6. Taking all of this into account, the Sovereign Orb has the following attacks: two lashes +19 melee (1d6+11). This is a rather strong improvement over the Evil Eye's attacks, but for an 18 HD creature, this makes a certain kind of sense.

(As an aside, if I had decided to stick with the original 11 HD and not increase them for bonus hit points, the end result would have been: two lashes +12 melee (1d6+7), which is a little closer to the original. If that's the course you as a Referee would prefer to take, that would be okay, and in fact could be used to create a good Lesser Sovereign Orb stat block.)

Saving Throws
In MyD20 Lite, a creature's saving throws are based primarily on hit dice and monster type. In this case, the Sovereign Orb would have the following: Fort +16, Ref +16, Will +16. So far, the Sovereign Orb is looking a lot stronger in terms of game mechanics than the beholder that inspired it.

Special Attacks
Now we get down to the meat of the conversion: converting special attacks and qualities from the D20 System to MyD20 Lite. Looking over the Evil Eye's special attacks, I can easily see that it has gaze attacks as the only special attack listed. These gaze attacks can be noted in the MyD20 Lite stat block for the Sovereign Orb as: gaze attacks (choice of charm monster, confusion, inflict critical wounds, flame strike, hold monster, flesh to stone or sleep, Fort or Will DC 23 negates). You could even follow that up with notes that indicate the Sovereign Orb can only select one gaze attack per round as a Swift Action, the gaze attack lasts for only one round and once the Orb uses a given gaze attack, it can't be used for another 1d4 rounds.

Special Qualities
In terms of special qualities, the Sovereign Orb should have the following common special qualities: darkvision, damage reduction (half damage), energy reduction (half damage from acid, cold, electricity, fire and sonic) and telepathy. In addition, the All-Around Vision and Mystic Sight special qualities could also be added, along with descriptions for these uncommon abilities.

Challenge Rating and XP Value
A creature's Challenge Rating should be determined after the creature has been converted. In this case, we can determine that, according to MyD20 Lite, the Sovereign Orb now has a CR of 12. From that, we can determine that the XP Value for overcoming a Sovereign Orb is 14,400 XP.

For the curious, here's how I determined the Challenge Rating. The Base HD for the Sovereign Orb is 18. Using the CR Hit Dice Modifications Table, I determined the following CR HD Mods: Armor Class +6.25, Damage Reduction +1, Energy Reduction vs. five energy types +1.25, Gaze Attack +3 (based on the highest level spell that could be active at one time), All-Around Sight (moderate ability usable only some of the time) +0.25, Mystic Sight (moderate ability usable only some of the time) +0.25, Flight +1.25, Attacks (two 1d6 attacks) +1.5, Large Size +0.5, Magic Resistance +4, Very Limited Movement (Major Vulnerability) -1. These total +18.25. Since that is more than the Base HD, any excess is halved. The adjusted CR HD Mods is now +18.125, for a hit dice total of effectively 36.125. Consulting the Challenge Ratings by Total Hit Dice Table, a range of 36-38 hit dice equates to a Challenge Rating of 12.

Magic Resistance
Since the Evil Eye has spell resistance under the D20 System, the Sovereign Orb has magic resistance in MyD20 Lite. Typically, this is determined by adding the Challenge Rating of the creature to a base of 10. Therefore, this has to be calculated after the Challenge Rating, but knowing about it ahead of time helps in the calculation of the creature's CR. Thus, the Sovereign Orb has a Magic Resistance of 22.

The Final Product
Wow, that's a lot for a conversion, but the good thing is that for most of the basic monsters, this work will be done for you in either the MyD20 Lite Referee's Guide or MyD20 Lite Bestiary. Here's the final entry for the Sovereign Orb, including some descriptive text.

Sovereign Orb
The Sovereign Orb appears as an enormous floating eye, apparently ripped raw from the skull of some giant beast, with lengths of optic nerve that writhe and thrash behind it like tails, fading away after several feet into thin wisps of white mist. These "tails" are fully prehensile, allowing the Sovereign Orb to manipulate objects as well as human hands. Some are perfectly white, some yellowed, and some bloodshot. An Sovereign Orb’s iris can be of any color, from standard blues, greens and browns, to inhuman violets, golds and reds.

Sovereign Orbs have no concern for any living being other than themselves (and sometimes other Sovereign Orbs). They are capable of fighting with their optic nerve "tails," but prefer to remain at a distance and make use of their gaze attacks. Unless an Sovereign Orb believes itself overmatched, or believes it can bargain with or intimidate potential foes, it attacks without provocation. This is partly due to their obsession with acquiring magic, but also because they enjoy the kill.

Sovereign Orb: Large Monster; CR 12; XP 14,400; HD 18 (81 hp); MV 1, fly 6; AC 25; AT two lashes +19 melee (1d6+11); SV Fort +16, Ref +16, Will +16; MR 22; SA gaze attacks (choice of charm monster, confusion, inflict critical wounds, flame strike, hold monster, flesh to stone or sleep, Fort or Will DC 23 negates); SQ all-around vision, darkvision, damage reduction (half damage from physical attacks), energy reduction (half damage from acid, cold, electricity, fire and sonic attacks), mystic sight, telepathy.
Special Abilities:
  • All-Around Vision: The Sovereign Orb can see all around itself, and so cannot be flanked.
  • Gaze Attacks: The Sovereign Orb may only use a specific gaze attack effect for one round, and then must wait for 1d4 rounds before using it again. The Sovereign Orb may change from one gaze attack effect to another as a Swift Action.
  • Mystic Sight: The Sovereign Orb can see magical emanations naturally. It is constantly treated as though under the effects of detect magic. Furthermore, it is treated as though it had spend three full rounds examining anything it sees, for purposes of recognizing the strength of auras, the school of magic, and the like. Additionally, the Sovereign Orb is also treated as though under a constant see invisibility affect.

Enjoy,
Flynn