Sky Wars: Edge of the Kingdom - A free, 120 page Fantasy Conversion

By Blue Dog, in Star Wars: Edge of the Empire RPG

This looks like nice work, Blue Dog (and everyone else who contributed).

-Nate

Really impressive. I'll definitely be following this project as it develops.

On 12/21/2016 at 1:58 PM, Simon Retold said:

There are quite a few people who feel that Droids get the shaft in FFG's Star Wars RPG, but it seems like you've done worse by your Golems in EotK. For instance, Droids start out with 65XP more than Humans, but with all their base characteristics at 1. To make up for the 55XP deficit (that is, 20XP per characteristic to get each to 2, minus the 65XP bonus they start with), they are immune to mental force powers, get extra skill points at start, don't need to eat, sleep, or breathe, are immune to toxins, and can have a higher number of cybernetics. Your Golems, on the other hand, only get 50XP more than humans, still start with all characteristics at 1, and lack any immunity to magic (your system's equivalent to the Force) or some sort of analog to increased cybernetics (at least as far as I can tell at first blush). In other words, they start with a 70XP deficit to humans (that is, 20XP per characteristic to get each to 2, minus the 50 bonus XP they start with), and less to justify it.

On 12/21/2016 at 2:33 PM, syrath said:

Looks fantastic have to agree about the golem though, I think one of best potential balancing between races is to have them with the potential to start with the same starting stats that a human could but to make it easier for them to go further with the stat they excel in. The droid and golem are exceptions to this because of other bonuses , but the golem seems to lose out big time.

Eg a human can get to 3 in everything with 160 starting XP with 10 left over. So if you have a race with 3 in 1 and 1 they should have 150 starting XP meaning they could start with 3 in everything with 10 left over

So a human throwing everything on one stat you could get 5 with 40 XP left over, the other race could get 6 with nothing left over. So with a potential bonus 10 XP from obligation humans have 150 starting XP, and say an elf has 140 DP the elf can have agility 6 a human can only get 5, but they could both start with 3 in everything, if they choose, as long ad the elf leaves the one stat at 1)

So far so good. The other issue I have is that the half orc has 4 1 1 2 2 2 which means that if you had to jack everything up from 1 for both races , a human has 120 XP spent to get from 1 to 2s prior to character creation, the half orc has 150 XP TO jack the starting stats from a base 1, meaning that when combined with starting XP gets a 20 XP bonus on the human and the other races, so should either have 4 1 1 1 2 2 and 140 starting XP or just have 120 starting XP to be balanced.

On 12/21/2016 at 4:49 PM, Edgookin said:

I love a lot of what you are doing. I am still digging into it, but it looks like you give all non-humans a kick in the shorts.

In EOTE, most races get a skill rank, a talent (or setback reduction, etc), +1 and -1 in a stat, +1 and -1 in Strain/Wounds, and are plus or minus 10 XP (as compared to humans).

Your races seem to skip the extra talent, but not get compensated in XP. Gnomes especially get shorted (pun intended). They get 1 skill, +1/-1 stat, +1/-1 wounds/strain, size 0 (which doesn't do much in EOTE, and usually isn't counted), and -10 XP.

Did you list race abilities somewhere else? Or why would I pick a gnome when they are mechanically inferior to humans?

Excellent points!

I've started a new thread over in the r/skywarsrpg subreddit if anyone wants to provide additional feedback and help me belt the races into shape. I think I started somewhere better than where I ended up, because I kept tweaking and got away from the basic stats I needed to make the various races work and be interesting.

Edited by Blue Dog
On 12/21/2016 at 4:27 PM, Alisair Longreach said:

In the Wizard Spell tree the second Ice Storm should be renamed Wall of Ice and the connecting lines is missing.

The Warlock and Wizard Spell trees lack check boxes.

Thanks for the feedback! I've created a github repository to track all changes in preparation for v1.1.

On 12/22/2016 at 6:05 PM, Bishop69 said:

OK... I'll be digging in more later, but at first blush -

  • It *looks* amazing. Super well done, and I know how much work that takes first hand.
  • I'm glad to see that you've seen what we did with our little supplement - again, feel free to loot, and thanks for the shout out in the credits.
  • I'd suggest thinking about something that we came up with in terms of Armor - we added the Bulky quality, as we found that otherwise armor quickly became unbalanced, as per the core rules encumbrance is less important once the armor is put on... or, you just can't carry *anything* (including a sword) but the armor, which doesn't feel very Fantasy. Just something to think about and address during the Beta.
  • Since you have Air Ships (awesome!) you might want to take a look at the ship combat rules we added, specifically the bit about ramming.
  • Pole weapons (Pikes, Halberds, etc...) need some love - again, we added two weapon qualities just to address them. Take a look, and again - just something to think about in your Beta.
  • Remember - subtle rules changes can have huge effects.
  • Lastly, use this community. The feedback here will be priceless.

I'm definitely going to be following this... and don't be surprised if I mine yours for input on the final version of ours.

Cheers!

Thanks for all the awesome feedback!

I agree with the Armor - I'll need to get more feedback before I try and muck with the stats more, but it will almost certainly require changes.

I might include the ship rules, that makes a lot of sense.

Pole weapons, hammers, etc. definitely need some love.

Rule changes - oh my yes, am I ever learning about that aspect.

By all means mine away!

On 12/22/2016 at 10:28 PM, gilbur said:

downloaded your pdf and looked over quickly, usually like to have it printed out first before giving comments but does look to be a very solid file. Was wondering if there was going to be expansions to this after your beta run. am into projects that are always growing with new information, or new continents that would expand what you have been working on.

Indeed! My goal is:

v1.1 - Errata, publishing (typos, etc.) and design errors, as well as updates to the talent and ability trees

v1.2 - World updates, including 'The Realms' addition of major cities and regions in Osfilia, and related Notable Locations as well as the Introductory Adventure

Final Version - All updates from v1.1-1.2 and any new bits and pieces

There might be a v1.3 to test some of the changes from 1.1-1.2, depending on feedback.

in about another month, I should be able to give Feedback as I am getting my campaign up and running again. I have customized a small section that I planned on using for my games and with my own planets which i am thinking of putting Osfilia in the region and the Storm King working with a Sith Faction I am Calling the Athorian Witches a faction Broken off from the Dathimir Witches that are working in my region of the Galaxy.

This is really well done. I was starting work on a Mass Effect conversion and I was wondering about how long did all of this take to make? I just want to know about how much work I may still have ahead of me.

Well it would depend on you and how much you want to do to your conversion, you can just do what is called a reskin where you just convert races, classes, and weapons over to the edge system or you can get more into your conversion which usually would take the longest time and look at completely conversion and how mass effect would work best in the edge system. I do think there are others converting mass effect and other video gamez to the edge system, you would have to spend so time on the forums like around page 40+ for the forum powered by the edge or something like that...

On 2/16/2017 at 0:17 AM, CVece said:

This is really well done. I was starting work on a Mass Effect conversion and I was wondering about how long did all of this take to make? I just want to know about how much work I may still have ahead of me.

Thanks! From start to finish it probably took a little over 2 years of work (But I also have a life and full time job and took small breaks here and there). The actual rule changes and playtesting/tweaking took a while but wasn't terribly difficult, just a lot of plotting out how things would work, what needed to be changed and what stayed intact and figuring out things like magic, etc.

The rest of the work was writing everything out, fleshing out the world, sourcing art, doing layout and design, etc. this took up the bulk of my time.

I'd say anywhere from 700 - 800 hours of time spent working on it, with 30-40% on the actual rules design/playtesting/tweaking and the rest on writing/editing/photoshop/indesign, etc.

I'm also not a designer so there was a lot of time spent learning how to properly photoshop images, design + layout. I did pretty much everything myself with a bit of help on some writing (my friend Matt wrote the Knowledge skills), so I highly recommend asking people to help you with it, haha.