Ideas for converting EotE to a D&D-like Fantasy RPG

By fjw70, in Star Wars: Edge of the Empire RPG

As much as I love Star Wars (best movies of all-time) when it comes to RPGs D&D-like fantasy is my first love. So I anticipate wanting to play a D&D-like fantasy game with this system at some point. However, we are currently doing Star Wars.

I have seen some discussion of converting this system to fantasy over on the d20 Radio boards, but I wanted to start a place to have these discussions on the official boards. Hopefully they can start a homebrew forum for this game soon, but in the meantime what ideas to you have to convert this system to D&D-like fantasy? This is just a brainstorming thread so throw out whatever ideas you have.

First, weapon combat is pretty easy to convert over. I would probably look to WHFRP 3e for particular weapons stats. I would probably do the same for armor. I picked up WHFRP 3e after this game was announced and I got intrigued by the narrative dice but I haven't done anything with it yet.

Magic would seem to be the biggest place that would need work. I don't know how compatible the WHFRP magic system is with EotE but I really like the force system that has been introduced so far (and will be expanded on in future books).

I was thinking you could have spell trees like the force power trees. So a fire attack tree could have a simple single target attack as the basic power with upgrades to the range, damage, and number effected you can buy with XP. So the classic fireball would be applying one or more upgrades to the basic power.

One difference between the force system and D&D-like fantasy is that D&D magic is typically limited use. To handle this I was thinking that if you cast a spell and you don't get any light side points then the spell fails and you lose the spell for the day.

Let's see, how about magic items?

Stimpacks would convert to healing potions pretty well.

For magic weapons maybe each plus could add a boost die, and for magic armor maybe each plus could add a setback die.

Just some ideas. What ideas do you have?

You should check out the warhammer fantasy RPG

I would say try running WFRP for a few sessions and see how it fits. i've played through a few professions of the game and it is very fun, and very fantasy.

Sounds like you have a very good start for a system. You may want to branch out and look at how several other very good fantasy systems did their various components. It doesn't have to be exactly D&D to still get that flavor you crave. Perhaps just requiring a flip of a Light Side Destiny for every spell would be sufficient?

Suggestions...

  • FATE
  • Palladium Fantasy
  • Alpha Chronicles
  • Riddle of Steel

All of these games have a slightly different system of magic that is limited in different ways. I am quite sure there are others out there, but some of these may inspire you.

Sounds like you have a very good start for a system. You may want to branch out and look at how several other very good fantasy systems did their various components. It doesn't have to be exactly D&D to still get that flavor you crave. Perhaps just requiring a flip of a Light Side Destiny for every spell would be sufficient?

Suggestions...

  • FATE
  • Palladium Fantasy
  • Alpha Chronicles
  • Riddle of Steel
All of these games have a slightly different system of magic that is limited in different ways. I am quite sure there are others out there, but some of these may inspire you.

Yes, it doesn't have to work exactly like D&D to have the same feel. The fail to cast and losing the spell idea came from the DCC RPG.

I would say try running WFRP for a few sessions and see how it fits. i've played through a few professions of the game and it is very fun, and very fantasy.

I plan to try it out but from what I have seen of it (which admittedly is not a whole lot) EotE seems to be a better system lIMO.

I have done a lot of work to run EotE as a Fantasy game and you are probably referring to a number of threads that I have been an active participant in over at the d20 Radio forums.

I started with WFRP3 as a basis, but I found that I needed up make changes once we started playing. For example a base of 5 damage for most weapons was not enough, so my Longsword has a base 6 for damage.

Magic was a really big deal for me, because in my setting, magic works somewhere between what you'd see in WFRP and Burning Wheel. I stared with a direct Force Power-like tree structure and I found it extremely limiting, because spells are (usually) much more specific than Force Powers and my players couldn't muster the xp to make magic viable.

I rewrote the magic system so that the "Force Power" tree were something more akin to meta-magic from 3rd edition D&D. They were a number of upgrades that a magic user could apply to his spells for a number of [LIGHT] pips. Spells were then moved into spellbooks so that a magic user could learn all sorts of spells and cast them in a more ad-hoc fashion. Each spell lists how the different meta-magic-like upgrades affects it.

I will probably add a sort of "spell encumbrance" later, but I haven't needed it yet.

Next magic works differently for each of the races in my setting, so I had to write different rules for dwarf rune magic than I did for human magic. Elves also use magic differently, but I have no elf players, so it doesn't matter yet.

I have a set of "crafting" or enchanting rules that are used to make permanent magic items while dwarf rune magic is used to make temporary magic items that have a number of charges.

What did you use WFRP as the basis for? I am assuming you are using the EotE dice mechanic and talent tree system.

I am going to give the spell trees a shot and see what I can do.

What did you use WFRP as the basis for? I am assuming you are using the EotE dice mechanic and talent tree system.

I am going to give the spell trees a shot and see what I can do.

I used WFRP3 as a basis for weapons, armor, and shields. I also started with WFRP3 spells for inspiration. I converted the small but vicious dog into a EotE power tree. I also used WFRP3's monsters and NPCs as a basis for some monsters and NPCs I moved into the EotE rules set.

I am using EotE dice, talents, and most other rules where they exist in EotE.

That's about what I figured. Can you provide some detail on the monster conversions?

That's about what I figured. Can you provide some detail on the monster conversions?

For the most part, it was reduce attributes by 1.

Figure out where Cunning fits in.

Increase damage by 1.

Map special properties (almost exactly).

Increase wounds if Toughness is greater than Strength.

Set minion Wounds to 5-8 depending on how tough they should be.

That covers most monsters.

I would say try running WFRP for a few sessions and see how it fits. i've played through a few professions of the game and it is very fun, and very fantasy.

I plan to try it out but from what I have seen of it (which admittedly is not a whole lot) EotE seems to be a better system lIMO.

I agree. WFRP is too convoluted and relies on too much paraphernalia. Just the stance tracker alone is a big turn off.

I just recently read The One Ring rulebook and have to say that it's amazing. It has everything I want in a fantasy rpg. Rules for travel, social encounters and combat. Some really elegant mechanics and synergies between stats. It would be a perfect fit for a WFRP campaign, with the only issue being magic.

It uses a light version of custom dice (d12 and d6) where you can easily use regular dice. It's a very easy system to modify and creating some general guidelines for the different colleges of magic wouldn't be too hard.