So I am working on making a WFRP3/Genesys hybrid. Mostly to be able to use the WRP3 Status Effects, Criticals, Diseases and Insanities, which is so much easier than rolling on tables and scribbling results down on the character sheet. This works "ok-ish" without much work.
However, quite a few cards refer to characteristics or skills that are not in Genesys but usually have an obvious equivalent. For example, the WFRP skill "Observation" is the obvious equivalent of "Perception" (Allthough Observation is an Intelligance skill, while Perception is a Cunning skill. Cunning does not have an equivalent characteristic in WFRP)
Now, I could simply use the WFRP3 character sheets with their characteristics and skills, but use the Genesys dice-system. However, I rather like the changes that have been done with Genesys. Like merging Strength and Thoughness into Brawn and instead splitting Intelligence into Intellect and Cunning. Genesys also spreads a lot of the mental skills more out, while WFRP3 had too many concentrated under a few characteristics.
Looking at the rules in general, and Talents in particular, they generally do not refer to specific characteristics or skills. Most Talents let the player choose which skill it applies to, exactly so a GM can use his own setting-specific skill-list.
So, I'm wondering if there would be any obvious hurdles or consequences to renaming some skills and characteristics to their WFRP equivalent? Some characteristics are identical, but there are some glaring differences:
Brawn: I could split this back into Strength and Thoughness. But I'm not sure I really want to. I like it as one characteristic. I'll just read any references to Strength or Thoughness as Brawn.
Cunning: This is an interesting new characteristic. It's a split-off from Intelligence in WFRP3. I like the concept, so I'm thinking I'll keep it.
Presence: This is the same as the WFRP3 Fellowship characteristic. So I guess I could just rename it Fellowship?
Other than that, there is a bunch of skills that could be re-named.
Melee = Weapon Skill
Ranged = Ballistic Skill
Knowledge = Education and Folklore. Will problably have to split this skill into several categories which is suggested in the rulebook anyway.
Perception = Observation
Survival = Nature Lore
Deception = Guile
Vigilance = Intuition
Coercion = Intimidate
And I think that's it.
So, any thoughts or ideas? Personally I probably won't use the combat rules much. I generally hate my sessions getting bogged down in something that feels more like a strategy game than a roleplaying game. So most combats in my games are resolved by a single, or a few, skill rolls instead of keeping track of positioning, range, turns, reacharge etc. So that the combat rules refer to characteristics or skills I no longer have doesn't really bother me. However, I would prefer this to be usable for other players who might be interested in using those parts of the rules as well.