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sevick

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  1. Like
    sevick got a reaction from Mestre dos Magos in Pathfinder to Genesys Conversion Formulas and Setting   
    I have been making conversion formulas for pathfinder and was wondering what you think.
    I have updated the PDF and added a WIP spreadsheet for it.
    So I have shared a link to my Pathfidner Setting, Bestiary, conversion formulas, and Fantasy Ground Modules. I will continue to upload the changes I've made regularly. Some play testing feed back is appreciated.
    Updated: 4-26-19
    https://www.dropbox.com/sh/v12vrxuspq7owmx/AADZLJjwMtygnJ4QlAJwEuwua?dl=0
    Change Log (v0.6)
    Pathfidner Core Rulebook-
    (Features)
    Added the Following Spells: Create Water, Hideous Laughter Added all the Ranged, and Melee (Heavy) Weapons Stats. Yeah all mundane weapons from the Core Rulebook is done. (Will make adjustments as needed) Added the following talents: Weapon Focus Talent, Point Blank Shot, Precise Shot, Wand Maker, Craft Magic Arms and Armor, Forge Ring, Mounted Combat Added Wand crafting Rules Established the choice of skills for this setting. Added rules for Magic Items and enhancement bonuses Added Attachments. Added Sunrod description Added Amulet of Natural armor Added complete list of skills appropriate for the setting. Replaced Mechanics with Craft Added Class Abilities Added the following weapon qualities: 1H/2H and Misfire. (Balance Changes/Misc changes)
    Changed the rarity modifier for Metropolis from -1 to -2. Ghost Sound is no longer concentration. Changed the cost and difficulty for scribing a scroll. Reworked Caster Levels and what there role is. Removed bonding requirement for magic weapons. Changed the Reach quality from just not increasing the difficulty to adding a setback die in its place. Removed Extensive Magical Learning. Scraped how starting spells work for a simpler aproach. Conformed Ring of Wizardy with new mechanics Fixed typo in human race special abilities Adjusted the rules for manacles. Changed Hideous Laughter Spell from it not working on those with a 2 or less Intelect to 1 Intelect. -Pathfidner Bestiary-
    (Features)
    Added the following Creatures to the Bestiary: Goblin (Balance Changes/Misc changes)
    Cleaned up the Bestiary, made the formatting more consistent. Removed text description for monsters in the Bestiary so as to avoid a cease and desist from Piazo. Removed silhouette rules for negatives from the Bestiary and went with a simpler aproach. Simplified Ghouls Paralysis ability. Duration is no longer a 1d4+1 but lasts until the end of the targets next turn. Increased Ghasts Paralysis Difficulty  by 1. Add Scent ability to Dog. -Conversion Rules-
    Added conversion guidelines for swarms Added guidelines for which creatures are likely to have cool skill and ones that aren't. Added Pathfinder Level to Earned XP Equivalent. Adjusted they way you figure additional soak when dealing with natural armor. Changed the way Resistances work to encompass more than attack damage. (IE: Spell Resistance) Added guidelines for determining crafting difficulty for magic items. Added the change that soak added to creatures based on natural armor only effects physical damage and doesn't protect against magic damage. Made the Rarity converter a bit easier to read and adjusted rarities of potions and scrolls Change Log (v0.5)
    (Balance Changes/Misc changes)
    Changed costs to a 1:1 raio. Reduced the amount of Spell component pouch uses to 1 instead of 5 also increased the encumbrance from 0 to 1. Rebalanced Item raritys. (Lowered raritys of all the more mundane items such as non magical weapons and armor.) Reworked the Balanced quality Changed Light Mace Disorient rating from 4 to 3 Changed Caltrops rules and more concise. Increased the Encumbrance of Caltrops from 0 to 1. (I think the sharpness of the points earn it 1 encumbrance at least) Increased the Encumbrance of Silk rope from 0 to 1. Changed the Resilence bonus on Cold-weather from removing a setback die to adding a boost. Increased the Difficulty of Quick Cast from 2 to 3.(Way to easy for something so powerful) (Features)
    Introduced Caster Levels in magic Items Rules for Scribing Scrolls. Additional details about spellbooks and how casting works. Additional rules for potions. Add stats for all Melee (Light) and Brawl Weapons. Added the item qualities: Brace, Reach, Monk, and Disarming Added Resilience bonus to Winter Blanket. Added Random Treasure rules. Added Menacing Talent. (Conversion Rules)
    Added Silhouette equivalents Add rules for converting natual attacks for enemies More detail on Converting mounts for mounted combat. Increased the wound modifier for minions from 0.25 to 0.30 Reworked conversion rules for figuring item rarity. Lowed the WT multiplier for Nemesis from 1.5 to 1.1 (WT gets out of control at higher levels) Removed the Item Cost formulas and use a 1:1 ratio. Change Log (v0.4)
    Fleshed out the scroll to spell book crafting rules a little more. (Needs testing) Add new talent "Accomplished Scribe." Add new skill "Magic Craft" Change Log (v0.3)
    Added descriptions for Adventuring Gear Items and Special Items and Substances. Add all 0 level wizard spells, a few 1st level spells and a few Cleric spells. Added some new talents. Some minor changes Changed the darkvision from removing 2 setbacks to 3. Also changed low light vision from 1 to 2 as well. This is more in line with Genesys and setbacks involving Darkness.
  2. Like
    sevick got a reaction from lbwoodard in Pathfinder to Genesys Conversion Formulas and Setting   
    I think since a lot of time seems to pass between uploads I think it would be a good idea to let you know what I have been working on. That way I can get feed back.
    ---Magic Item Charges--
    Wands: wands will no longer have charges per-say, but you may spend a Despair for a wand to run out of charges.
    Staffs: Same as wands except you may spend 3 Threat or a Despair for it to run out of charges
    It seemed to make the most sense use charges as ammo, since it's one less thing you need to track. The difference between wands and staves; pathfinder staves only have 10 charges and wands 50, it makes sense they staves are more likely to run out.
    ---Improvised spells vs. Known Spells---
    I have deiced for awhile know to make the Genesys spell casting system merge with pathfinder spells. I have come to realize that most people would just try to imitate a known pathfinder spell using the Improvised rules. To discourage this I have added an intensive to people who use  known spells. Which is, whenever a Despair is rolled when making a spell check with a known spell the caster may flip a story point to avoid the narrative effect of the Despair. The Despair, however still adds a failure to the pool.
    This could also be explained that known spells have been carefully studied and crafted and proven to avoid some of the more common pitfalls. Yes I could have made the Improvised spells roll an automatic upgrade to their difficulty, but I don't want the Improvised spell caster to feel like I am unfairly putting restrictions on the spell casting from Genesys.
  3. Like
    sevick got a reaction from lbwoodard in Pathfinder to Genesys Conversion Formulas and Setting   
    Bare with me but I think I may finaly have it. Strain exspenature seemed unavoidable but then I came up with this. Let me know what you think.
    Weapons
    You may roll a magic die with your attack roll once per encounter per +1 enchantment bonus. With the magic die you spend white pips to add success or advantage to your roll.
    For example if you have a +3 Longsword you have 3 magic die expenditures per encounter.
    Armor
    You may roll a magic die after an attack targeting you once per encounter per +1 enchantment bonus.
    With the magic die you may add failure or threat to the attack targeting you after it has been rolled.
    For example if you had +5 Scalemail you have 5 magic die expenditures per encounter.
    These expenditures may be spent throughout the encounter or used all at once.
  4. Like
    sevick got a reaction from lbwoodard in Pathfinder to Genesys Conversion Formulas and Setting   
    ***Update 0.6***
    So I wanted to have more done before updating but it's been a long time and I decided that I need to release something. You will probably find in consistencies with rules since I made changes and haven't found all the places where the old rule remains. It's a cluttered mess to be sure but over time It should get more consistent. I updated the Fantasy Grounds Module, so it should be more complete.
  5. Thanks
    sevick got a reaction from lbwoodard in Pathfinder to Genesys Conversion Formulas and Setting   
    So work on this project was stopped for a bit as I looked at the possibility of converting from pathfinder 2. While it hasn't been released yet it might prove easier to convert. That said I will finish up the core rule book of the 1st edition pathfinder before considering converting from 2nd edition.
  6. Like
    sevick got a reaction from Archellus in Pathfinder to Genesys Conversion Formulas and Setting   
    For now I will probably go with the implement way for tombs, until I come up with something better. Thanks guys gave some things to think about.
  7. Like
    sevick got a reaction from Terefang in Pathfinder to Genesys Conversion Formulas and Setting   
    This is a possible solution as well.
    ----
    [Hard Point Method]
    Magic Weapons with enhancement bonuses gain hard points equal to the weapons enhancement rating. For example if you had a Longsword that by default has a +2 enhancement it would have a total of 3 HP.
    Attachments usually require only 1 HP. Attachments that are magical in nature require 2 or more.
    Magic Attachments
    Returning
    Aura: Moderate transmutation
    Required Magic HP: 2
    A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a incidental. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
    Construction
    Crafting Difficulty: Hard (fff)
    Requirements: Telekinesis; Craft Magic Arms and Armor Talent, must be placed on a weapon that can be thrown.
    -----
    This makes it a pretty good solution for all those abilities that are added to weapons and armor.
  8. Like
    sevick got a reaction from Dragonshadow in Pathfinder to Genesys Conversion Formulas and Setting   
    I have been making conversion formulas for pathfinder and was wondering what you think.
    I have updated the PDF and added a WIP spreadsheet for it.
    So I have shared a link to my Pathfidner Setting, Bestiary, conversion formulas, and Fantasy Ground Modules. I will continue to upload the changes I've made regularly. Some play testing feed back is appreciated.
    Updated: 4-26-19
    https://www.dropbox.com/sh/v12vrxuspq7owmx/AADZLJjwMtygnJ4QlAJwEuwua?dl=0
    Change Log (v0.6)
    Pathfidner Core Rulebook-
    (Features)
    Added the Following Spells: Create Water, Hideous Laughter Added all the Ranged, and Melee (Heavy) Weapons Stats. Yeah all mundane weapons from the Core Rulebook is done. (Will make adjustments as needed) Added the following talents: Weapon Focus Talent, Point Blank Shot, Precise Shot, Wand Maker, Craft Magic Arms and Armor, Forge Ring, Mounted Combat Added Wand crafting Rules Established the choice of skills for this setting. Added rules for Magic Items and enhancement bonuses Added Attachments. Added Sunrod description Added Amulet of Natural armor Added complete list of skills appropriate for the setting. Replaced Mechanics with Craft Added Class Abilities Added the following weapon qualities: 1H/2H and Misfire. (Balance Changes/Misc changes)
    Changed the rarity modifier for Metropolis from -1 to -2. Ghost Sound is no longer concentration. Changed the cost and difficulty for scribing a scroll. Reworked Caster Levels and what there role is. Removed bonding requirement for magic weapons. Changed the Reach quality from just not increasing the difficulty to adding a setback die in its place. Removed Extensive Magical Learning. Scraped how starting spells work for a simpler aproach. Conformed Ring of Wizardy with new mechanics Fixed typo in human race special abilities Adjusted the rules for manacles. Changed Hideous Laughter Spell from it not working on those with a 2 or less Intelect to 1 Intelect. -Pathfidner Bestiary-
    (Features)
    Added the following Creatures to the Bestiary: Goblin (Balance Changes/Misc changes)
    Cleaned up the Bestiary, made the formatting more consistent. Removed text description for monsters in the Bestiary so as to avoid a cease and desist from Piazo. Removed silhouette rules for negatives from the Bestiary and went with a simpler aproach. Simplified Ghouls Paralysis ability. Duration is no longer a 1d4+1 but lasts until the end of the targets next turn. Increased Ghasts Paralysis Difficulty  by 1. Add Scent ability to Dog. -Conversion Rules-
    Added conversion guidelines for swarms Added guidelines for which creatures are likely to have cool skill and ones that aren't. Added Pathfinder Level to Earned XP Equivalent. Adjusted they way you figure additional soak when dealing with natural armor. Changed the way Resistances work to encompass more than attack damage. (IE: Spell Resistance) Added guidelines for determining crafting difficulty for magic items. Added the change that soak added to creatures based on natural armor only effects physical damage and doesn't protect against magic damage. Made the Rarity converter a bit easier to read and adjusted rarities of potions and scrolls Change Log (v0.5)
    (Balance Changes/Misc changes)
    Changed costs to a 1:1 raio. Reduced the amount of Spell component pouch uses to 1 instead of 5 also increased the encumbrance from 0 to 1. Rebalanced Item raritys. (Lowered raritys of all the more mundane items such as non magical weapons and armor.) Reworked the Balanced quality Changed Light Mace Disorient rating from 4 to 3 Changed Caltrops rules and more concise. Increased the Encumbrance of Caltrops from 0 to 1. (I think the sharpness of the points earn it 1 encumbrance at least) Increased the Encumbrance of Silk rope from 0 to 1. Changed the Resilence bonus on Cold-weather from removing a setback die to adding a boost. Increased the Difficulty of Quick Cast from 2 to 3.(Way to easy for something so powerful) (Features)
    Introduced Caster Levels in magic Items Rules for Scribing Scrolls. Additional details about spellbooks and how casting works. Additional rules for potions. Add stats for all Melee (Light) and Brawl Weapons. Added the item qualities: Brace, Reach, Monk, and Disarming Added Resilience bonus to Winter Blanket. Added Random Treasure rules. Added Menacing Talent. (Conversion Rules)
    Added Silhouette equivalents Add rules for converting natual attacks for enemies More detail on Converting mounts for mounted combat. Increased the wound modifier for minions from 0.25 to 0.30 Reworked conversion rules for figuring item rarity. Lowed the WT multiplier for Nemesis from 1.5 to 1.1 (WT gets out of control at higher levels) Removed the Item Cost formulas and use a 1:1 ratio. Change Log (v0.4)
    Fleshed out the scroll to spell book crafting rules a little more. (Needs testing) Add new talent "Accomplished Scribe." Add new skill "Magic Craft" Change Log (v0.3)
    Added descriptions for Adventuring Gear Items and Special Items and Substances. Add all 0 level wizard spells, a few 1st level spells and a few Cleric spells. Added some new talents. Some minor changes Changed the darkvision from removing 2 setbacks to 3. Also changed low light vision from 1 to 2 as well. This is more in line with Genesys and setbacks involving Darkness.
  9. Like
    sevick got a reaction from lbwoodard in Pathfinder to Genesys Conversion Formulas and Setting   
    So the new update is out. Sorry it took so long. I added My fantasy grounds modules for this setting as well, if you use that. The Player Handbook isn't finished but closer than before. I should have an update for the Bestiary soon as I have converted some that show up in the Fantasy Grounds Modules but are not in the PDF. It's just a matter of copying the stats and getting the formats and placements right. 
  10. Like
    sevick got a reaction from PzVIE in Pathfinder to Genesys Conversion Formulas and Setting   
    So the new update is out. Sorry it took so long. I added My fantasy grounds modules for this setting as well, if you use that. The Player Handbook isn't finished but closer than before. I should have an update for the Bestiary soon as I have converted some that show up in the Fantasy Grounds Modules but are not in the PDF. It's just a matter of copying the stats and getting the formats and placements right. 
  11. Like
    sevick got a reaction from Terefang in Pathfinder to Genesys Conversion Formulas and Setting   
    I noticed that in pathfinder modules, more often than the Narrative System, put a PC party a against a single creature. In Genesys a huge part of balancing encounters is having the enemies act about the same amount times as the PCs. Yes there are Nemesis, but I feel they are more reserved for the "Big Badies". To adress this I have made a talent that function similar to the Nemesis Extra Activation Rules on page 204 of the Genesys Core.
    ---
    Menacing
    Activation: Passive
    Ranked: Yes
    Tier: NPC Only
    When rolling for Initiative, roll an additional time per ranks in Menacing, recording the results. These become NPC Initiative slots.
    Your adversary may take one extra per rank during a single round. Any abilities that last “until the end of their following
    turn” last until the end of their first turn on the subsequent round.
    ---
    I haven't tested this and could be wildly unbalanced, but it being a talent it can be applied to Rivals which might give it that extra little boost in a 1 vs Party encounter. Otherwise a party of 4 against a Rival would be a joke. It being ranked also means you can come closer to the number of PC activations.
    If you guys are feeling brave you could try it . I am running a game with 5 players so I will have some results of my own. As always feedback appreciated.
  12. Like
    sevick got a reaction from Terefang in Pathfinder to Genesys Conversion Formulas and Setting   
    I guess I could do my best to place them into the category they go then GMs can modify it for their games as needed. Thanks for the feed back.
  13. Like
    sevick got a reaction from lbwoodard in Pathfinder to Genesys Conversion Formulas and Setting   
    It's been a while since an update. Things in personal life have been busy and haven't had a chance to work on it much but will be getting back to soon. Just letting you all know I haven't abandoned the project yet.
    After I have made and tested more converted Pathfinder content I plan on posting Fantasy Grounds Libraries for it. But I want to make sure they are balanced before committing to that.
  14. Like
    sevick got a reaction from SkyJedi in Genesys Master Resources List   
    I have been creating a pathfinder setting and conversion formula in case you wanted to post.
    https://community.fantasyflightgames.com/topic/266226-pathfinder-to-genesys-conversion-formulas-and-setting/
     
  15. Like
    sevick got a reaction from Korlall in Pathfinder System [Project is dead]   
    That is sad to hear. Maybe you will try my version when it's complete . All though I wouldn't be as good as you at the Photoshop aspect of it. 
  16. Like
    sevick reacted to JohnChildermass in Pathfinder System [Project is dead]   
    That's nicely spelled out what you are looking for. Some ideas:
    Slow progression: Each spell has a rank that is equal to the casting difficulty. You can only easily cast spells with rank equal or lower to your rank in the magic skill. Optionally: you can spend a story point to cast a spell of higher rank (i.e. difficulty), but the GM gets to upgrade the difficulty of the casting check once for each rank that the spell is higher than the magic skill. 
    Unique Spells: For each rank of magic skill, the player can proposed a spell modelled on existing Pathfinder spells. That are the spells they know. More spells can be gained via talents. Alternatively: use free-form casting, but instead of strain your are limited to magic skill rank times casting characteristic per day.
    Hard choices: Provide the adversaries with immunities and vulnerabilities like in Pathfinder. That's actually keeping with world lore. 
  17. Like
    sevick reacted to JohnChildermass in Pathfinder System [Project is dead]   
    Oh, maybe I explained it badly: I meant a number of spells equal to the characteristic per rank. So with Intellect 3, it's 3 spells at each rank (for a total of 15 when the skill reaches rank 5).
  18. Like
    sevick reacted to Korlall in Pathfinder System [Project is dead]   
    With this document, I wasn't implying I had the only viable option nor the best one either
  19. Like
    sevick reacted to JohnChildermass in Pathfinder System [Project is dead]   
    Take a look at the Dragonlance conversion. A setting is usullay converted by:
    - Providing Species/Archetypes modelled on what one would expect a certain Archetype/Species to behave in the chosen setting (i.e. the Pathfinder races)
    - Providing Careers modelled again on what one would expect from the setting (i.e. Classes)
    - Providing additional talents that help model the world (usually magic and fanatsy-specific talents that are missing from Genesys corebook)
    - Providing equipment lists based on the ones in the world
    - Adapting the magic to at least somewhat match what's going on in world (like adapating the magic skills, providing different spells to different skills, providing new spells)
    Basically, everything that you are doing already, but in a more cursory manner that leaves Genesys assumptions intact instead of transferring system assumptions from the system that the world usually uses.
    That's just an example. Not close rules to follow. And for your purpose you are doing fine.
  20. Like
    sevick got a reaction from Korlall in Pathfinder System [Project is dead]   
    The key thing is we are not all likely to agree on a single method for converting pathfinder. Brain storming ideas for conversions helps me perfect my ideal way to convert the system. I already have taken some tricks from Korlall's conversion I liked, for example the duration of the spells increasing based on un canceled successes. In the end we all are probably going to make our own variation. Which in turn gives people another viable option to use.
  21. Like
    sevick got a reaction from JohnChildermass in Pathfinder System [Project is dead]   
    The key thing is we are not all likely to agree on a single method for converting pathfinder. Brain storming ideas for conversions helps me perfect my ideal way to convert the system. I already have taken some tricks from Korlall's conversion I liked, for example the duration of the spells increasing based on un canceled successes. In the end we all are probably going to make our own variation. Which in turn gives people another viable option to use.
  22. Like
    sevick got a reaction from Korlall in Pathfinder System [Project is dead]   
    Yeah I did think that was a little wired they chose the knowledge skill. Then again you could always just change it to a chosen magic casting skill.
  23. Like
    sevick got a reaction from Korlall in Pathfinder System [Project is dead]   
    I can see how magic attacks are a problem though. All the increases to difficult to add additional effects for the attacks act as though you would use just one generic attack spell and alter it on the fly. The only one I would use is the augment that increases the range. I would just convert the spells like you have been and Maybe turn the augments into talents something like this:
    Name: Pyromancer, Activation: Active, Tier: 2, Description: You may increase the difficulty of an attack spell by 1 to add the burn quality to it equal to your characters rating in knowledge.
    That way players can still access some cool effects they can mix into their spells only they will have to make the choice if its worth the exp or not. You could even add some limiting factors like "May only use once per encounter" to stop them from spamming them. Also you could say "Choose one spell to apply this effect to". The tier of the talent is obviously debatable.
  24. Like
    sevick got a reaction from kaosoe in Another Character Generator   
    ***BUG***
    I noticed that on the Selonians that the tail attack reads: 
     
    "When used to attack, it uses the Brawl skill combined with the Agility characteristic, but like most Brawl weapons, adds its weapon damage to the character's Brawn for total damage."
    (Suns of Fortune Pg. 93)
     
    I noticed that when I printed a character sheet it shows as using the Brawn characteristic instead of the Agility characteristic in the character generator.
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