Fantasy Conversion Document

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

So I have completed an 80 page pdf for converting the EotE system to fantasy, including basics of how to play, an example of play, a complete list of races, specializations, and magical powers. I previously posted some of this in a thread detailing how I converted over my D&D game to this system, but this document is meant to be much more complete and accessible.

Here is the link: https://drive.google.com/file/d/0BxUTXhu-XPR6RV9QcWhsSE1RQVk/view?usp=sharing

I would love any feedback.

Edit: updated link to the newest version, 1.2, which includes an adversary system based on combat roles and reskinning descriptions.

Edited by plarfem

Awesome! :D

I especially love "A Note About Dungeon Crawls" on page 11.

Great stuff!

I think you should tone down your base line weapons as you leave little room for finer crafted items or magic items before things get too powerful.

Your Talent Second Nature for wizards strikes me as way OP as presented.

Does Holy Protection require DP or Force pips, or both? It calls for one and then the other in two separate entries.

I noticed your Dragonborn breath weapon doesn't seem to have a use limit.

Finesse is a bad idea in D&D. Finesse is a bad idea period I think.

Tweaks aside, it looks to be a pretty decent generic base.

Edited by 2P51

so what you're saying is that you went ahead and did something that i couldn't bring my lazy ass to do for ages, despite plans to do so? and you made it better than i would have? is that what you're trying to say?!

awesome stuff! i will definitely use this! :D

OP, have you checked out Dungeonworld? It has narrative die roll results, narrative stats/attributes and mechanics too:)

I think you should tone down your base line weapons as you leave little room for finer crafted items or magic items before things get too powerful.

Your Talent Second Nature for wizards strikes me as way OP as presented.

Does Holy Protection require DP or Force pips, or both? It calls for one and then the other in two separate entries.

I noticed your Dragonborn breath weapon doesn't seem to have a use limit.

Finesse is a bad idea in D&D. Finesse is a bad idea period I think.

Tweaks aside, it looks to be a pretty decent generic base.

I agree with you about the weapons. Right now they are a straight conversion, but are on my list to take a look at going forward.

Holy protection- whoops. Thanks for catching that. It's supposed to be too commit a divine power die. I will fix it with the next revision.

The second nature talent may be overpowered. I may need to change it to a destiny point or add a strain cost. Strain seems to be the weak point of wizards so far in play testing.

The dragonborn breath weapon has a slow firing quality that is intended to be the limiting factor.

Finesse seems to actually work pretty well so far in testing, because defense and soak do not depend on agility. It lets lighter fighters be effective for a couple of rounds in melee, but they cannot stand there and slug it out.

Thanks for the feedback!

OP, have you checked out Dungeonworld? It has narrative die roll results, narrative stats/attributes and mechanics too:)

I have checked out dungeon world. I really like a lot of the structural and world building aspects of it, and use a lot of it to run my games. I am not as big of a fan of the specific mechanics involved. Primarily how the difficulty of performing a task does not factor in overly much in the success rate of the character making the check. So, I decided to give the ffg star wars system a try for fantasy, and so far, my players are really enjoying it.

OP, have you checked out Dungeonworld? It has narrative die roll results, narrative stats/attributes and mechanics too:)

I have checked out dungeon world. I really like a lot of the structural and world building aspects of it, and use a lot of it to run my games. I am not as big of a fan of the specific mechanics involved. Primarily how the difficulty of performing a task does not factor in overly much in the success rate of the character making the check. So, I decided to give the ffg star wars system a try for fantasy, and so far, my players are really enjoying it.

Cool! What other narrative systems do you like? Fate or FAE? I am a big fan of PDQ system, if that can be called narrative, especially Truth & Justice(my favourite game of all time), Zorcerer of Zo and Swashbucklers of the 7 Seas, Jaws of the 6 Serpents is good too.

Do you know how Barbarians of Lemuria works? I haven`t tried it yet and I`m not familiar with the mecjanics, but I love how chargen works and the book and art is very beutiful in its simplicity.

I`d love to hear about other narrative games too!

I think you should tone down your base line weapons as you leave little room for finer crafted items or magic items before things get too powerful.

Your Talent Second Nature for wizards strikes me as way OP as presented.

Does Holy Protection require DP or Force pips, or both? It calls for one and then the other in two separate entries.

I noticed your Dragonborn breath weapon doesn't seem to have a use limit.

Finesse is a bad idea in D&D. Finesse is a bad idea period I think.

Tweaks aside, it looks to be a pretty decent generic base.

I agree with you about the weapons. Right now they are a straight conversion, but are on my list to take a look at going forward.

Holy protection- whoops. Thanks for catching that. It's supposed to be too commit a divine power die. I will fix it with the next revision.

The second nature talent may be overpowered. I may need to change it to a destiny point or add a strain cost. Strain seems to be the weak point of wizards so far in play testing.

The dragonborn breath weapon has a slow firing quality that is intended to be the limiting factor.

Finesse seems to actually work pretty well so far in testing, because defense and soak do not depend on agility. It lets lighter fighters be effective for a couple of rounds in melee, but they cannot stand there and slug it out.

Thanks for the feedback!

So Second Nature actually could be overpowered or completely useless depending on how it reads. If it triggers on a Triumph, and as most of the time PCs have used their maneuvers for a given turn before they take their action, will it even ever do anything? Does a proc of it carry over to the next round? Would a PC have to forgo a maneuver in hopes that it procs on the roll? It seems to me "immediately" means it occurs that active turn, but if a PC has no maneuvers left, how do they ever use it?

Now if there is some mechanic I am not understanding where it does work, the OP portion is that it's essentially a Linked attack on a spell that could potentially have Blast 10. A double cast of that seems OTT to me. Particularly given there is no use limit associated.

I think the Dragonborn breath weapon needs more of a use limit, at least once an encounter or something. It's basically an unlimited grenade spitter in my mind.

Edited by 2P51

I agree with you about the weapons. Right now they are a straight conversion, but are on my list to take a look at going forward.

Holy protection- whoops. Thanks for catching that. It's supposed to be too commit a divine power die. I will fix it with the next revision.

The second nature talent may be overpowered. I may need to change it to a destiny point or add a strain cost. Strain seems to be the weak point of wizards so far in play testing.

The dragonborn breath weapon has a slow firing quality that is intended to be the limiting factor.

Finesse seems to actually work pretty well so far in testing, because defense and soak do not depend on agility. It lets lighter fighters be effective for a couple of rounds in melee, but they cannot stand there and slug it out.

Thanks for the feedback!

So Second Nature actually could be overpowered or completely useless depending on how it reads. If it triggers on a Triumph, and as most of the time PCs have used their maneuvers for a given turn before they take their action, will it even ever do anything? Does a proc of it carry over to the next round? Would a PC have to forgo a maneuver in hopes that it procs on the roll? It seems to me "immediately" means it occurs that active turn, but if a PC has no maneuvers left, how do they ever use it?

Now if there is some mechanic I am not understanding where it does work, the OP portion is that it's essentially a Linked attack on a spell that could potentially have Blast 10. A double cast of that seems OTT to me. Particularly given there is no use limit associated.

I think the Dragonborn breath weapon needs more of a use limit, at least once an encounter or something. It's basically an unlimited grenade spitter in my mind.

The intent on Second Nature was for them to need a maneuver left in order to be able to use it. I'll have to reevaluate it with some testing. I would like to make it somewhat distinct from the Quickened spell talent, but i there is not enough space there I'm sure I can replace it with something else.

On the Dragonborn breath weapon, so far, the damage has not been high enough for it to be an issue, and it really only exists as a minion clearer, which is intended. If it becomes a problem, I might push it back to slow-firing two or just go once/encounter.

OP, have you checked out Dungeonworld? It has narrative die roll results, narrative stats/attributes and mechanics too:)

I have checked out dungeon world. I really like a lot of the structural and world building aspects of it, and use a lot of it to run my games. I am not as big of a fan of the specific mechanics involved. Primarily how the difficulty of performing a task does not factor in overly much in the success rate of the character making the check. So, I decided to give the ffg star wars system a try for fantasy, and so far, my players are really enjoying it.

Cool! What other narrative systems do you like? Fate or FAE? I am a big fan of PDQ system, if that can be called narrative, especially Truth & Justice(my favourite game of all time), Zorcerer of Zo and Swashbucklers of the 7 Seas, Jaws of the 6 Serpents is good too.

Do you know how Barbarians of Lemuria works? I haven`t tried it yet and I`m not familiar with the mecjanics, but I love how chargen works and the book and art is very beutiful in its simplicity.

I`d love to hear about other narrative games too!

I haven't played the games that you mention, except for Fate and FAE- I'll have to give Truth and Justice a look. I also really like Fiasco. I generally swipe bits and pieces from other games to include in others- for instance, we have used Fiasco style relationships for a Star Wars campaign, and in the most recent fantasy FFG conversion game, we used Fate style relationships where you pass story openers around the table.

Nicely done... I like some of what you've done with the magic system.

Although I'd be tempted to look a little closer at the Races. I think you could get a bit more nuanced with them, adding bonus or setback dice to various skills, etc...

I am also kind of curious what else you all might think still needs to be added. Any new sections I should add or things I missed? I'm looking for things to add to the to do list.

Adding some basic common opponents in an adversary section.

Your spec trees are very well connected. Very few isolated lines, or winding paths.

Guild Trainee seems like it's a cheap way for everyone to become a rogue, and should just be a Career under Rogue. I would think a better universal tree might be Adventurer, though that might overlap with Explorer.

Really amazing job overall, nicely laid out. It's a ton of work.

I will quibble over your Elves :) Elves in my mind are flighty, but commanding...in other words, Willpower 1, Presence 2 (at the least).

Personally I like to model my Elves on Tolkien rather than D&D...IOW, superior to humans in most ways, but more bound by fate...in RPG terms, higher base stats, but less XP to play with. Willpower 2 and Presence 3, and reducing starting XP to 70 would model a decent Noldor; though Willpower 1 and Presence 3 with XP at 90 would give the player more flexibility.

Adding some basic common opponents in an adversary section.

Good idea. Added to my to-do list.

Your spec trees are very well connected. Very few isolated lines, or winding paths.

Guild Trainee seems like it's a cheap way for everyone to become a rogue, and should just be a Career under Rogue. I would think a better universal tree might be Adventurer, though that might overlap with Explorer.

Yes, the Guild Trainee was something that was somewhat campaign specific. Our current campaign is set in a large city where the thieves guild is getting out of hand, having recently been taken over by wererats. The PCs are trying to take them out, and several of the PCs are guild trained. I wanted a good way to represent that training for them even if they were not rogues, like for wizards or sellswords that were part of the guild. I don't know how well it fits in every campaign, but I included it since I had completed it. I'll have to think about just moving it under rogue.

What do you think would be in a universal Adventurer tree?

Yes, the Guild Trainee was something that was somewhat campaign specific. Our current campaign is set in a large city where the thieves guild is getting out of hand, having recently been taken over by wererats. The PCs are trying to take them out, and several of the PCs are guild trained. I wanted a good way to represent that training for them even if they were not rogues, like for wizards or sellswords that were part of the guild. I don't know how well it fits in every campaign, but I included it since I had completed it. I'll have to think about just moving it under rogue.

That's what I suspected. In that case, it's probably very good for giving everyone some skill at being a Rogue.

What do you think would be in a universal Adventurer tree?

I would suspect it would be a lot like the Recruit tree. Giving a lot of the basic skills needed to survive in the wild, or a dungeon for lengthy periods. Allows a cheaper way for the non-combat focused characters to get some competency. But some things that are unique from other fighter careers that it's still tempting to them.

Really amazing job overall, nicely laid out. It's a ton of work.

I will quibble over your Elves :) Elves in my mind are flighty, but commanding...in other words, Willpower 1, Presence 2 (at the least).

Personally I like to model my Elves on Tolkien rather than D&D...IOW, superior to humans in most ways, but more bound by fate...in RPG terms, higher base stats, but less XP to play with. Willpower 2 and Presence 3, and reducing starting XP to 70 would model a decent Noldor; though Willpower 1 and Presence 3 with XP at 90 would give the player more flexibility.

Yes. the elves I have here are more of a D&D wood elf variety. Perhaps I should separate them into Wood Elf and High Elf races?

Yes. the elves I have here are more of a D&D wood elf variety. Perhaps I should separate them into Wood Elf and High Elf races?

Even wood elves are pretty good looking, and have that Charm thing going, so I'd still flip Presence and Willpower. In D&D don't they, or at least half-elves, get some bonus to Charisma?

Yes. the elves I have here are more of a D&D wood elf variety. Perhaps I should separate them into Wood Elf and High Elf races?

Even wood elves are pretty good looking, and have that Charm thing going, so I'd still flip Presence and Willpower. In D&D don't they, or at least half-elves, get some bonus to Charisma?

I was trying to represent kind of a haughty or standoffish nature, but I suppose that does not really necessarily mean a lower presence, which is as much force of personality as anything else. In D&D, elves of most varieties have had a Constitution penalty, and have gotten bonuses to Dexterity, Intelligence, or Wisdom, depending on the subrace and edition of D&D.

It's harder to handle a constitution penalty since Brawn is kind of both Strength and Constitution in one, and I don't really think that standard elves should get a Brawn 1. I was hesitant to give a willpower penalty given that some elves have gotten a wisdom bonus, but looking at it again, those elves that would be getting that wisdom bonus would really be more Cunning than Willpower anyway.

So I'll flip Presence and Willpower so Elves end up with Br 2, Ag 3, In 2, Wi 1, Cu 2, Pr 2

On the other hand, some elves are supposed to be pretty good at magic, and Willpower is the basis for Discipline which powers a lot of magic, so maybe I will consider adding in a grey elf or eladrin option at some point with Br 1, Ag 2, In 3, Wi 2, Cu 2, Pr 2 and some innate magical ability.

Sure, whatever format is fine, just some of the basic stuff for people to use without having to make it up. Humanoids, A giant or giants if you wanna do D&D, Dragon or Dragons, again for D&Dish-ness, Undead, and maybe some kind of Fiends, and you've probably got the 90% for adversaries.

Edited by 2P51