Converting Pathfinder races to Genesys for Fantasy campaign

By yeti1069, in Genesys

PDF of the races I've done so far. Would appreciate feedback.

https://drive.google.com/file/d/1UeRxFXCklpwXZOYvWE8xt0yy_SatT0-H/view?usp=sharing

Entling (new), Gnome, Drow, Sylph, Tiefling, Kobold, Samsaran, Elf (modified from GCR), Dwarf (modified from GCR), Half-orc (modified from GCR), Halfling, Half-elf, Human (GCR).

Uses Star Wars dice symbols, because I haven't been able to get any of the Genesys files to work properly.

Edited by yeti1069
Updated info

My main concern is with your Hoverer trait. It's really close to the hover ability talked about on page 100. And it doesn't make that much sense, either. IF the can hover a few inches above the ground, they still would have to navigate difficult terrain, so why can they ignore the trees even though they have to dodge between them still?

9 hours ago, c__beck said:

My main concern is with your Hoverer trait. It's really close to the hover ability talked about on page 100. And it doesn't make that much sense, either. IF the can hover a few inches above the ground, they still would have to navigate difficult terrain, so why can they ignore the trees even though they have to dodge between them still?

I'm not really sure what you're asking here. Hover allows a character to ignore difficult terrain. That's not trees, it's rubble, or an oil slick, or deep grass.

2 hours ago, yeti1069 said:

I'm not really sure what you're asking here. Hover allows a character to ignore difficult terrain. That's not trees, it's rubble, or an oil slick, or deep grass.

Thick tree growth is difficult terrain, IMO. You can make more ground on a game trail or road than you can going through the woods.

I'd argue that even in dense forests the difficult terrain comes from undergrowth and bushes and not from the trees themselves. Big trees will not be so close together as to hinder your movement.

Edited by siabrac

Updating OP with a link to Google drive PDF of the races I've put together so far. Would appreciate feedback.

I don't have the time right now to read it thoroughly but it looks good on first glance.

The Rooted ability of the Entlings shows Star Wars symbols instead of Genesys ones. Thought I'd mention it just in case this was not intentional.

Edited by siabrac
14 hours ago, siabrac said:

I don't have the time right now to read it thoroughly but it looks good on first glance.

The Rooted ability of the Entlings shows Star Wars symbols instead of Genesys ones. Thought I'd mention it just in case this was not intentional.

Uses Star Wars dice symbols, because I haven't been able to get any of the Genesys files to work properly.

Eager for feedback when you get the chance.

I did read through these, and I think they all look good. I haven't played with the species creation rules enough to know if everything is priced right, but if they are not they are close enough.

At first bluff they look good. You seem to have kept the core stuff for elves, dwarves, and humans?

Half Elves seem a little week compared to either humans or elves in my opinion.

3 hours ago, TheSapient said:

I did read through these, and I think they all look good. I haven't played with the species creation rules enough to know if everything is priced right, but if they are not they are close enough.

Thanks. That's what I was hoping for.

2 hours ago, ESP77 said:

At first bluff they look good. You seem to have kept the core stuff for elves, dwarves, and humans?

Half Elves seem a little week compared to either humans or elves in my opinion.

Elves and dwarves each got additional minor abilities. Elves got Keen Eyed (remove a setback from Perception), and dwarves got a bonus to their encumbrance threshold. Humans stayed the same. Any thoughts on what you would add to Half-Elf?

10 hours ago, yeti1069 said:

Thanks. That's what I was hoping for.

Elves and dwarves each got additional minor abilities. Elves got Keen Eyed (remove a setback from Perception), and dwarves got a bonus to their encumbrance threshold. Humans stayed the same. Any thoughts on what you would add to Half-Elf?

So upon taking a second look they are balanced. Maybe it’s just humans getting 2 free pips in 2 non career skills has always seemed out of balance with 1 pip in a specific skill in general. But that’s FFG not you.

I would probably change deception to charm for half elves. More in line with their strengths.

16 hours ago, ESP77 said:

So upon taking a second look they are balanced. Maybe it’s just humans getting 2 free pips in 2 non career skills has always seemed out of balance with 1 pip in a specific skill in general. But that’s FFG not you.

I would probably change deception to charm for half elves. More in line with their strengths.

Per the race-building suggestions, I didn't want to double-up on the Half-elf's good characteristic, and wanted to shore up their weakest social skill, but they could probably use something else.

I am wondering what you did regarding damage for weapons. Right now I am making formulas for converting pathfinder to Genesys. Right now I convert damage as thus:

Ranged Weapons

[Ranged Weapons Pathfinder][Genesys]
[1d4] [4]
[1d6] [6]
[1d8] [8]

etc...

Melee Weapons

[One handed weapons Pathfinder][Genesys]
[1d4] [+1]
[1d6] [+2]
[1d8] [+3]

[Two-Handed Weapons] [Genesys]
[1d8] [+3]
[1d10] [+4]
[1d12] [+5]

for weapons like 2d6 i would add 1 damage extra die.

I am not sure if it is a good ratio or if late game items would get out of control.

Edited by sevick
10 minutes ago, sevick said:

I am wondering what you did regarding damage for weapons. Right now I am making formulas for converting pathfinder to Genesys. Right now I convert damage as thus:

Ranged Weapons

[Ranged Weapons Pathfinder][Genesys]
[1d4] [4]
[1d6] [6]
[1d8] [8]

etc...

Melee Weapons

[One handed weapons Pathfinder][Genesys]
[1d4] [+1]
[1d6] [+2]
[1d8] [+3]

[Two-Handed Weapons] [Genesys]
[1d8] [+3]
[1d10] [+4]
[1d12] [+5]

for weapons like 2d6 i would add 1 damage extra die.

I am not sure if it is a good ratio or if late game items would get out of control.

Not a bad ratio. I'd ignore the d10, though. That rarely comes into effect, usually with versatile weapons or exotics like the bastard sword.

I'd stick with +1 to +4 damage, and maybe add a versatile item quality. My thoughts were: "Versatile (Passive): When wielding this weapon in two hands, the weapon gains the accurate 1 quality". Or maybe an auto-advantage or something like that.

4 minutes ago, OgreBane99 said:

Not a bad ratio. I'd ignore the d10, though. That rarely comes into effect, usually with versatile weapons or exotics like the bastard sword.

I'd stick with +1 to +4 damage, and maybe add a versatile item quality. My thoughts were: "Versatile (Passive): When wielding this weapon in two hands, the weapon gains the accurate 1 quality". Or maybe an auto-advantage or something like that.

Yeah +5 does seem a little high but, then again a great axe is the only thing in the core rule books that gets that high.

Edited by sevick

I just used the stuff in the book and @Direach's excellent Expanded Fantasy Weapons:

I don't think the game requires that level of granular conversion of weapons. Honestly, even in Pathfinder, most weapons got ignored completely for better alternatives.