How's your progress on this coming, Brash? A buddy of mine and I started working on a supers conversion, but we seemed to lose track of something and ended up frustrated that we couldn't seem to grasp something important that should be easily done. I'm very interested in what you came up with!
Down N Dirty Edge Generic Rules...
I'd been looking at a fantasy conversion, and decided as much as I like a generic Talent purchasing system, I do think the system is better served with tailored specializations. Some of them you can rip wholesale, like Marauder.
I too am going to do a full fantasy conversion too, waiting for the F&D book though to be able to round out magic more.
F&D's beta has been out for a couple of weeks now. Have you found anything to help solidify your thoughts on how to handle a magic system for fantasy play? Certain members of my group are considering a Skyrim-themed game and want to modify EotE to handle it. I'm trying to work through it, and largely succeeding since talent trees and perks have a lot of initial commonality, but coming up with an interesting magic system is flummoxing me. I'm starting to feel like it would be best served by not using the force die at all.
No, not really any more than I was before. I guess I kind of expected that. I had a feeling F&D would be more of just the same.
I am now going back and forth between 2 things... Is magic going to work like the force? This would be easiest. Or I am I going to make whole charts for magic like the force powers. Still undecided.
However, of all things D&D 5e has given me a couple ideas of other things. II think I am going to change the Ranged/Melee Defense to different kinds of Damage (Pierce, etc). I like the idea of Adding Black dice to a roll against Skeletons when using a dagger instead of just "Half you damage is poof... gone" that always frustrated me so much as a rogue.
Currently I am gearing up to play a Cowboy Bebop style game. We are mostly using the standard rules, with no aliens, though I am tweaking a few things. Note that some of these changes wreck certain specializations. We are handling changes like that as they come up.
Healing: Minor changes... No Bacta for example. Emergency Med Kits are called "First AId Kits" but work the same. The "Med Kit" is like a full set of ambulance supplies. Too large for anyone to carry it, but starships can have them.
Stimpacks: These are kind of horrible in my game. Add 8 TEMP wounds (Yes TEMP), recovers all strain, Ignores any crits sustained, Adds boost die to all Brawn and Agility Check, Downgrades ALL others. Anything that would cause death is delayed. After the effects stop (uncertain of rounds yet), the character Looses any remaining temp hit points, ALL critical sustained take effect, gains 4 strain, now ALL rolls will have a downgrade until 6 hours sleep, any death effects take place.
Ammo: Reloads take time depending on weapon. GM can spend despair to jam a weapon (not out of ammo). The talent that allows you to reload when out of ammo, now instead allows you to reload as a free action.
The BIGGEST change is initiative.
Now let me explain that I understand why they made the game this way.. I mean look in The Old Republic MMO and you will see a Bounty Hunter going toe to toe with a Trantoshan with a vibroblade... but I hate this. It makes sense that a Jedi can do these crazy things, but not normal people.
There is no way that someone with a samurai sword can across the room, and attack a cowboy before he can fire.
My idea is each initiative slot has an "A" and a "B" slot. In these slots, a maneuver or action is placed. All combatants do slot A before slot B is executed. This means, a melee player will have to move, but cannot attack until after everyone goes. This would give a gun player a chance to fire first. Does it gimp Melee? yes. That is what I want.
I am going to trow some melee combatants at them too. See how it all works.
Interesting. Fairly extensive changes in feel and theme there. Almost as if you've gotten disillusioned with the system