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Re: [DL] I'm doing conversions



In a message dated 11/28/00 5:18:45 PM US Mountain Standard Time, 
darious@darious.com writes:

<< But - on an almost related note - we're actually playing D20 DnD around 
 here and it's going to be my turn to run soon.  I'd like to adopt the fate 
 chip system for use during the game.  It needs to be able to:
 1) Prevent/heal damage
 2) Help with rolls
 3) Be worth experience points
 
 It should be level based, but I can't think of what a good balance would 
 be.  For hit points, I'm thinking of 1dX+Level hit points regained for 
 White chips - where X is the base hit die type of the class.  1dX+2x level 
 for Red and 2dX+3X level for Blue.  But that's unbalanced between low and 
 high levels.
 
 Anyone have suggestions?
  >>
Rather than heal hp's I think it should prevent damage.  Perhaps white 1hp. 
per lev reds 2 and blues 3.  This would stop players from just holding on to 
their fate chips til the last minute and using them only right when they're 
about to die.  Also fate doesn't spontaneously heal you...either you got hit 
hard by that sword or you didn't.

As far as rolls go I'd say a white lets you roll an extra die and take the 
best result, reds and blues add to the roll...but there should probably be a 
difference between damage rolls and rolls that involve the d20 (saves and to 
hits.)  ex damage of 1d8 roll a 4 spend a red roll another d8 and add it to 
it, marshal draws a chip just like deadlands, but it doesn't work with d20 
rolls because then there is very little risk of failure.  Maybe just have 
them add a flat amount...reds +3, blues +5.

For XP I'd say 100xp per level times the value of the chip 
(white-1,red-2,blue-3)

maybe a legend could let you use a feat you didn't have?