NDS Fantasy

By Zuloth, in Star Wars: Edge of the Empire RPG

Greetings all!

I'm in the process of converting the Star Wars system into a fantasy setting. The working title is NDS Fantasy (NDS = Narrative Dice System).

I own all the books released so far for all three systems, but have only had the chance to GM the EotE Beginner Game. I really like the system and therefore began my NDS Fantasy project.

It's something I've been working on for a while, but it has all been in my head until now. I plan to upload contents along the way as I finish more material.

Feel free to critique, make comments or suggestions. I really need the feedback as the people I usually role-play with don't know the system.

Well here goes:

I have created my first career the Hired Sword and its three specializations Berserker, Blademaster and Guardian, along with my first attempt at an Armor & Weapon Proficiency system.

The Berserker is a reworking of the Marauder, the Guardian is a rework of the Bodyguard, while the Blademaster is my own attempt at putting talents together to form a specialization. It's the Blademaster I'm most concerned about regarding game balance.

https://www.dropbox.com/sh/unujmwjy2xijtxs/AAAte2DUYR36rYSRpPOyySUra?dl=0

Best Regards

Zuloth

Edited by Zuloth

Nice!

I am enamored with the NDS system and and have thought for awhile I'd like to apply it to a fantasy setting that I have created stories for. I lack the attention span to create rule sets, though.

I will track your progress. This is of particular value for not only classes but weapon/combat rules.

Under Dedication you copied the description of Durable.

Thanks I will correct.

Under Dedication you copied the description of Durable.

As a teaser I can reveal the next thing I'm working on is the Ranger career with the three specializations Beast Master, Hunter and Warden.

I am enamored with the NDS system and and have thought for awhile I'd like to apply it to a fantasy setting that I have created stories for. I lack the attention span to create rule sets, though.

I will track your progress. This is of particular value for not only classes but weapon/combat rules.

You forgot a couple of letters in your abbreviation, specifically "ar" after the "N". Should read NarDS, as in "this system kicks most others in the.."

I'll address the Proficiencies, because it will be a sticking point for some:

First, I like it, because it is more realistic than not. If, for example, greatswords, spears and halberds fall under the Melee (Heavy) skill, there are still definite differences between the three weapon types, and knowing how to use one does not mean knowing how to use the others.

On the other hand, it does increase number keeping for players and GMs, which this system makes an attempt to reduce overall.

My suggestion? First of all, make sure there is plenty of variety and enough options that a PC won't have all of them in one or two specs. Possibly reduce the number of proficiencies a spec has to offer, have the career have a couple and put an XP price on them. If you have several different weapon types that need proficiency training, make sure you have 2 or 3 individual weapons of each for both variety purposes and to maintain balance. Armor requires less variety, while different types of shields are used differently (bucklers are used differently from targes which are different from kite shields, for example).

I'll address the Proficiencies, because it will be a sticking point for some:

First, I like it, because it is more realistic than not. If, for example, greatswords, spears and halberds fall under the Melee (Heavy) skill, there are still definite differences between the three weapon types, and knowing how to use one does not mean knowing how to use the others.

Rather than splitting skills out, this would be better represented by Talents. So, the raw skill means you're generally good at melee fighting, but it is the Talents that make you OK with a sword while amazing with a lance or spear.

I'll address the Proficiencies, because it will be a sticking point for some:

First, I like it, because it is more realistic than not. If, for example, greatswords, spears and halberds fall under the Melee (Heavy) skill, there are still definite differences between the three weapon types, and knowing how to use one does not mean knowing how to use the others.

Rather than splitting skills out, this would be better represented by Talents. So, the raw skill means you're generally good at melee fighting, but it is the Talents that make you OK with a sword while amazing with a lance or spear.

That too. Bottom line is: the intent is good, but be very particular on how to implement it.

I will explain how I intended the proficiency system to work:

If you have the proficiency in Light Armor, you can wear all light armor without penalty.

The weapon proficiencies work like this: if you buy a weapon proficiency you get the training to fight with a single weapon like a Long Sword or Batlleaxe. If you want to use a Short Sword then you need to buy a new proficiency to do that. I had originally intended to make Weapon Proficiency Groups, so if you bought weapon proficiency in the weapon group Light Blades you knew how to fight with dagger, short sword and scimitar, but I have dropped that idea for now. At the moment every single weapon proficiency is its own type of weapon, because not every weapon fits into a group. I may resurrect the idea of weapon groups later if it makes sense.

The Shield Proficiency was meant to incorporate all types of shields, thus you pay slightly more for the proficiency than a single weapon proficiency.

Also the Armor & Weapon Proficiencies gained, was only intended to be if this was your first specialization, if you buy a specializaion after character creation you don't get the Armor and weapon proficiencies for free.

I have played D&D for more than 20 years, so the idea of weapon and armor proficiencies in a fantasy setting is hard wired into my brain,but perhaps I need to think out of the box :-)

Edited by Zuloth

Regarding the combat skillls: My intend was that Melee (Light) is used to fight with a weapon in one hand, while Melee (Heavy) is used to fight with a melee weapon twohanded. So if you buy the weapon proficiency for bastard sword you can use either skill. If you fight twohanded with the bastard sword you will get increased damage, but if you fight one handed you can wield a shield or another weapon in the other hand.

The greatsword offcourse is to large to wield one handed so you need the Melee (Heavy) skill to use that.

The Ranged (Archery) skill is intended to be used with bows, crossbows and slings, while the Ranged (Thrown) is used to throw rocks, spears, knives or axes. Brawl can be used to fight unarmed or with gauntlets or fist irons.

Also any one can pick up a weapon and try to use it but he may not be good at it, so f.eks. if a mage wihout training picks up a Long sword from the battlefield to protect himself, he can use his Melee (Light) that he usually uses to fight with his dagger, but he will now upgrade the difficulty of the check because he doesn't have the training to use the Long Sword, but he does know how to fight with a melee weapon.

I like the ideas, just wondering if you have a skill list and descriptions?

Agree with Blackbird, and will go further and suggest not having a separate set of Talents for proficiencies. Instead work them into the trees. I like the armour penalties (setback dice), but rather than specific separate proficiencies, maybe have a ranked Talent that reduces setback from wearing armour. So the Guardian would have easy access to shield and armour-setback-reduction Talents, the Blademaster might have extra Weapon proficiencies available (or even bundle two in one Talent, like Well Rounded), etc.

You might also consider removing Melee(Heavy) and even Knowledge (Warfare) from the career list, replace with some kind of Survival or Animal Handling. This allows the Berzerker to shine in the Heavy area, and the Guardian to have Knowledge (Warfare).

Well I have a skill list in my head, just not written down yet :-) and it includes a Handle Animal skill, which will be very important for my Ranger: Beast Master and his animal companion.

The reason I have a light and heavy melee skill is to mirror the original number of combat skills (Ranged (Light), Ranged (Heavy), Melee, Brawl and Gunnery), with Gunnery out the window, there was room for Melee to be split in two. Also a fantasy setting will be more about Melee combat than Ranged, where as a Star Wars setting will be more about Ranged combat, that is how I see it at least.

As for the skill list, it will include Animal Handling as mentioned above, plus Riding will replace the piloting skills. I have renamed the Cool skill Confidence the name has always annoyed me, in Star Wars it fits, in a fantasy setting not so much. Medicine has been renamed Chirurgy (a left over from my Ars Magica days). Navigation and Etiquette was originally part of my skill list but for now they are out.

My Knowledge skills will include Arcana, Religion, Nature, Folk Lore, Culture, Education, Warfare. (Folk Lore replaces Lore and Culture replaces Xenology) I'm still considering eliminating Education and let Knowledge Nature fall under Survival.

My skill list will also include the Perform skill which will be important for the Minstrel specialization, and Spellcasting which will only be available to spellcasting careers like the Cleric, Druid Wizard plus one of the Ranger specializations and the Paladin specialization from the Knight Career. The Minstrel will be a specialization to the Rogue career and use the Perform skill instead of Spellcasting.

Regarding the proficiencies, I really didn't want to include them in the Talent Trees because I was already struggling with fitting all the Talents I wanted in the Trees :-)

My plan is to let the Spellcasting careers get access to their Spell Trees in the same way the warrior careers get access to armor and weapons. One of the wizard specializations might gain access to his first Spell tree for free + one specific weapon proficiency like quarterstaff and no armor proficiency. Just like the Beast Master Ranger will get an Animal Companion that way.

I like the ideas, just wondering if you have a skill list and descriptions?

Agree with Blackbird, and will go further and suggest not having a separate set of Talents for proficiencies. Instead work them into the trees. I like the armour penalties (setback dice), but rather than specific separate proficiencies, maybe have a ranked Talent that reduces setback from wearing armour. So the Guardian would have easy access to shield and armour-setback-reduction Talents, the Blademaster might have extra Weapon proficiencies available (or even bundle two in one Talent, like Well Rounded), etc.

You might also consider removing Melee(Heavy) and even Knowledge (Warfare) from the career list, replace with some kind of Survival or Animal Handling. This allows the Berzerker to shine in the Heavy area, and the Guardian to have Knowledge (Warfare).

Edited by Zuloth

Thanks for the bump, whafrog. I'm always hesitant to suggest my own work in situations like this, but from the look of things, there a few areas where the op might mine some ideas.

I look forward to seeing it when it's complete!

(and remember - good artists borrow, great artists steal! (and attribute...)

Regarding the proficiencies, I really didn't want to include them in the Talent Trees because I was already struggling with fitting all the Talents I wanted in the Trees :-)

Having worked on a couple of my own trees, I know how tempting that is. It's worth remembering that most characters will end up with multiple trees unless all your campaigns are very short lived.

Gunnery could be re-named Siege Weapon (opening up a whole other specialisation)

If your set on breaking up weapon types how about Skills for different weapon types; Axe, Polearm, Hammer, Sword, Mounted. Then use the cumbersome rating to restrict use of the heaviest of the weapons?

Personally there is a big difference between a Shotgun and a Heavy repeating blaster, so there is a broad choice of weapons within SW ranged heavy, therefore to keep to the KISS principle I would keep combat skills to: Brawl, Ranged, Thrown, Seige, 2H Melee and 1H Melee, and limit bigger weapons with cumbersome.

This is a very cool idea (and I hope FFG one day adapt this system to a fantasy setting themselves) but in the meantime I'll be following your progress and

Thanks for the bump, whafrog. I'm always hesitant to suggest my own work in situations like this, but from the look of things, there a few areas where the op might mine some ideas.

Glad to do it, it's a great piece of work.

I'd probably just forget about proficiency altogether. You can get the same effect by adding something like a "Weapon Specialization" talent to the tree, where you choose a weapon type and receive a boost per rank or something. That way you don't have to add a new mechanic.

Thanks for the bump, whafrog. I'm always hesitant to suggest my own work in situations like this, but from the look of things, there a few areas where the op might mine some ideas.

Glad to do it, it's a great piece of work.

High praise indeed... thank you.

so just adding weapon and armor proficiencies to each class is a fairly clean way to do it, but you're going to need to add something equally as useful (and equivalent in value per xp) for each class... spell casting is an obvious choice for those classes, but what about the face? what about stealth based classes, or skill monkeys? the more you deviate from ffg's basic system, and the more complexity you add, the more there is to balance. I'm not saying this to dissuade you (just the opposite, really...) but to help steer you around game balance holes, or at least point them out for you to think about... maybe if you upped/balanced the xp cost of each class..? but that's a D&D rabbit hole that's no fun to play in...

Edited by Bishop69

OT but...

This thread, combined with some of the specifics of the rules system kind of make me want to homebrew an adaptation for the mechanics in the old Final Fantasy video games. Not as something to play , mind you, but it could be a fun thought experiment.

back on topic...

The proficiencies are a cool idea, but I think they're the kind of thing you'd have to see in action to know if they were going to work. Game balance can be a nightmare.

The Siege Weapon skill was originally on my list, but was removed along with Navigation and Etiquette.

I plan to use the cumbersome quality, along with some others like finesse, versatile, heavy, light and reach (borrowed from D&D)

Gunnery could be re-named Siege Weapon (opening up a whole other specialisation)

If your set on breaking up weapon types how about Skills for different weapon types; Axe, Polearm, Hammer, Sword, Mounted. Then use the cumbersome rating to restrict use of the heaviest of the weapons?

Personally there is a big difference between a Shotgun and a Heavy repeating blaster, so there is a broad choice of weapons within SW ranged heavy, therefore to keep to the KISS principle I would keep combat skills to: Brawl, Ranged, Thrown, Seige, 2H Melee and 1H Melee, and limit bigger weapons with cumbersome.

This is a very cool idea (and I hope FFG one day adapt this system to a fantasy setting themselves) but in the meantime I'll be following your progress and