How I converted my D&D campaign to the EotE system (conversion rules included)

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

This gets a little longwinded, so for those just looking to see the conversion rules I used, here is a link to the 50 pg pdf that includes races, talent trees, spells, and equipment: https://drive.google.com/file/d/0BxUTXhu-XPR6SHg2d1NCT1QxbFE/view?usp=sharing . I would love any and all feedback.

So this project starts a little ways back, right when the Edge of the Empire full game had was just coming out- I had started a D&D campaign. We were playing Reavers of Harkenwold, a really good, semi-sandbox adventure that came in the 4E DM’s Kit, and things were going well as the players were really invested in the story, but the game was just a little too mechanical and the players were not really getting enough narrative control for my taste.

Enter Edge of the Empire.

One game night, we had a couple of people out, so we tried out the Edge of the Empire Beginner’s game that I had purchased after listening to the Order 66 podcast about the new version of the game. We absolutely loved the system, and played the beginner game and Long Arm of the Hutt the following few sessions. We really got into the dual axes of success and advantage, and really enjoyed figuring out what the narrative results meant.

When we finished that, we didn’t really want to lose all the great characters and storylines of the D&D game we had developed so far, but I just couldn’t see going back to the clunkier system. So, I got it in my head I would do a conversion. I started small, by only converting the characters we had in use in order to avoid getting overwhelmed with the scope of creating everything. I have linked a couple examples of character sheets (note: there are images for characters in those files that I am not claiming to have created or own, we just downloaded them to paste into the character sheets as character portraits).

Character Examples:
https://drive.google.com/file/d/0BxUTXhu-XPR6UTRTUVh2OVlqY2M/view?usp=sharing

https://drive.google.com/file/d/0BxUTXhu-XPR6ZmJOeXpRTmtEem8/view?usp=sharing

Anyway, I made several talent trees and spells as needed, and it worked really well. We had a blast finishing up that campaign and the new system worked out better than I could have hoped.

After that campaign finished, we played a Star Wars campaign tying together Jewel of Yavin and Beyond the Rim. When we finished that, we wanted to go back to fantasy. With that in mind, I worked to expand the conversion I had previously started. We decided to play a campaign based on the olf Dungeon Magazine adventure, The Rat Trap, by Tim Ide, as it provided a wonderful urban setting that we could use.

Here is a link to the video I created for my players to introduce the campaign:
https://drive.google.com/file/d/0BxUTXhu-XPR6bUQ3LWJkdjI5c0U/view?usp=sharing

(Again, this was made for my group’s use and the images and music were not created by me, just compiled and edited to be used for this presentation)

Anyway, I finished the draft of the conversion rules, and we are using this campaign to really try to playtest them, and so far, it has worked well, so I thought I would share my experiences and the rules. I have also linked a few character sheets from the new campaign as examples.

Character Examples:
https://drive.google.com/file/d/0BxUTXhu-XPR6WnVzbWx6em9zb2c/view?usp=sharing

https://drive.google.com/file/d/0BxUTXhu-XPR6Z0kyUjNFeE1PR00/view?usp=sharing

Here is the link to the pdf of the rules conversion:

https://drive.google.com/file/d/0BxUTXhu-XPR6SHg2d1NCT1QxbFE/view?usp=sharing

In the linked pdf, you will find:

Races, p 1: Conversion rules for seven D&D fantasy species

Career Skills matrix, p. 2: Lists the career skills for seven careers and 21 specializations

Talent Trees p. 3-24: Contains 22 Talent trees, three for each of the seven careers, and one universal talent tree (the Guild Training Specialization, as this campaign deals a lot with Thieves Guilds)

Arcane, Divine, and Primal spells- p. 25-48: Contains 8 Arcane spell schools, 10 Divine Domains, and 4 Primal Evocations, as well as a list of Rituals.

Arms and Equipment p. 49-51: Contains Armor, Weapons, and Equipment converted from D&D (note: starting characters get 100GP).

I would love to hear any feedback of these rules.

Thanks!

This looks really interesting!

I have thought about doing something similar, even using the force as magic. It just seems like a perfect fit.

With the weapons and their qualities, I see you did something like what I was thinking, again it seems logical.

In general, Pierce would be limited to piercing weapons, Vicious would be limited to slashing weapons, while Disorient would be for bludgeoning weapons.

Obviously, there are some weapons that cross the line of types, like a Mace typically has spiky bits making it both piercing and bludgeoning. A battle axe typically has a point on the tip, giving a pierce option in addition to slashing. And I see you've accounted for that in your list.

Although I think if I were making this list, I wouldn't have as many crossover weapons, like the Scimitar, for instance, wasn't typically used for poking, mostly slashing while riding by on horseback, so I wouldn't give it Pierce. In general, I would tone down the number of qualities handed out, making them a bit more special when you got something with one. On your list of 23 weapons, 13 of them have pierce. Of those 13, 11 of them have Pierce 2, which completely ignores plate armor.

Considering how many weapons have Pierce 2, have you considered scaling up your armor, perhaps giving plate a Soak of 3 or 4 at the high end?

For ranged weapons, this is where I would stack Pierce, and it's not even present on any of the bows or crossbows.

I haven't had a chance to read anything in detail, but it looks very promising so far! Overall, I love the concept, and it looks like you've put a great deal of effort into this. Thank you for sharing!

Oh, and the last link you included is the same as the first link.

Both here and over at d20Radio.

Thanks for the feedback!

With regards to the weapons and the Pierce quality, it is mostly because I was using a lot of equivalent weapons from EotE- most of the melee weapons there have Pierce, and the ranged weapons do not, and the weapons table is definitely the part that I did the most direct conversion for so far. In the playtesting we have done so far, it seems to work out OK, as the PCs soak also includes their Brawn, and there are some ways to increase it further. As I move forward, I will most likely revise the weapons and armor some, and I like your idea of reducing the amount of qualities to give some more special feel to those that have it- like qualities as magical enhancements.

Oh, and yes, the first link and last are the same, I went back and included the first one so that people who didn't want to wade through my probably too long post could easily access the rules conversion pdf.

Edited by plarfem

Fantasy Craft is a low-magic fantasy RPG system that uses a similar method.

An actual "Magic" weapon is almost unheard of, they're basically artifacts. When you do get a weapon with magic qualities, it grants talents or skill boosts, or additional hit points... nearly anything other than the simple +1 Hit & +1 Dmg of TOG (That Other Game)

However, any weapon can be modified to add certain qualities, similar to the mod system in FFG's Star Wars RPGs. Many of these qualities simply add or increase the various qualities that exist on a weapon. They also factor in things like various materials and crafting quality.

Experienced PCs might still have a mundane weapon, but it would be far superior to a starting character's mundane weapon of the same type.

Edited by Lifer4700

Plarfem, I have used your conversion as the main tool when converting my old Pathfinder (Razor Coast) campaign to the EotE rules. They've been indispensable, especially for the new magic trees you whipped up.

I admit I couldn't quite leave well enough alone, and I tweaked a few things (to fit the Eberron-flavored world I'm using) and corrected a few spelling/grammar issues that I caught, but I thought I'd offer these updated versions of some of the magic trees along with my thanks for your great conversion!

Here's the link to the whole revised magic sets that I've made so far.

Edited by BrickSteelhead

Accidental double post.

Edited by BrickSteelhead

This is way late... but thank god. I did the same thing, fell into the same rut of "adding numbers' , and man did that bog the game down. Glad there are others out there. this has made the game, the players, the mood much better