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  1. @Johan Marek Phoenix Knight Oh, I wasn’t implying you change your system to match mine. I agree that yours is more accurate to the setting. In fact, if anything I think there should be even more restrictions on it than you have, such as requiring ranks in Knowledge (Lore) or Knowledge (Forbidden) to use magic. I honestly didn’t look into the other source that you quoted for defining spell actions, so I don’t know how well those match up with spells from the Middle Earth setting. I didn’t see anything from other Tolkien sources that really matched the Attack action, and I’m not familiar with Divination or Illusion. I might try modifying the spell actions list more after some play testing. I was more trying to provide an alternative set of magic rules for a more casual gaming group that wants to enjoy the Tolkien setting, albeit with a bit more magic than would be feasible in a strictly canon Tolkien setting (though running an RPG inherently breaks canon anyway). I also didn’t like that the Decipher D6 version included rules for wizards, but that’s just one of many reasons I didn’t like that rule system. I missed the part in Epic Play describing starting off with higher or lower Hope. That is likely a more accurate way to have characters start with magic than having something specific for starting level characters. Unfortunately, some players are going to want to start with some small magic ability but might not be ready to start at the Epic Play level, which is how I felt with the group I’m GMing for now. One thing that might be missing is more details on crafting with magical powers, such as how to increase the price of items and what effects advantage/triumph and threat/despair have on the Knowledge (Lore) and Crafting checks.
  2. @Johan Marek Phoenix Knight On magic, I completely agree it should be very rarely used, but some GMs might want to include characters that can use magic in a way that doesn’t require a character's Hope to be so high before it’s accessible. Without magic rules that are readily accessible by the players, that might push them to other fantasy settings where it is an easier option. The One Ring doesn’t include much magic, and instead focuses a lot on the traveling system, kind of like your Trek and Hunger rules, which are great and I will continue to use them heavily. But the system before that was Decipher’s LOTR RPG D6 version, which included a lot of stuff about magic and even how to have a character work towards becoming a wizard (after investing a very large amount of XP). But magic was still a lot more restrictive than other fantasy systems that I’ve seen in order to stay true to the setting. That’s where I was drawing more of my inspiration for the magic rules I included. I noticed there were no spells in the D6 version that were equivalent to an Attack or Conjure action, but there were some instances that could apply to the other actions as well as the two new actions I added to the list (Commune and Manipulate, which replaced Utility). I could have made Commune a Knowledge or even General skill itself, but thought it would be more interesting as a magic action that required Connection (Primal) skill. I also doubled the Strain cost for magic actions to reflect how much more taxing magic can be in this setting. Several elves from the genre use magic too (I can’t recall all of the ones who used it, but I believe Elrond, Galadriel, and Glorfindel used it), and even Frodo used some form of magic at Weathertop to defend himself from the Nazgul (in the books, not the movie). Honestly, it’s not as if groups would be including loads of magic users in the first place. In fact if only 1 or 2 PCs in a group have access to magic, that’s only 1 or 2 more magical characters in a world that likely has several dozen at least. I mean, I could see a GM even allowing a player to play as one of the Blue Wizards from the Far East. Maybe he grew so out of touch with magic over the many years not needing to use it that he has essentially reverted back to the equivalent of a starting level character’s amount of XP (or Knight Level if that’s where the GM is starting the group at). Or maybe a PC wants to be some other weak Maiar that is not part of canon that has decided to join the group, but is not as experienced as the other Maiar in the ways of Middle Earth. A race could be made just for them (though I probably won’t do one since it sounds like more work than it’s worth to try and balance it). All I’m saying is, magic is a part of the Tolkien world, so why cut it out in a way that a group likely won’t get to see it used. I could see it taking a very long time for a group to get to a level of Hope to be able to use magic in, what I feel, is kind of an awkward way compared to the rest of the system. And even if Hope is gained quickly, that’s still a long time for some groups who may only meet once a month. That’s a lot of work for those few lore masters trying to get to where they can use magic and they are essentially less powerful PCs than the rest of the group until then. On the flip side of that, the characters that perform more good deeds are going to get access to magic faster, possibly faster than the lore master in some cases. There are no restrictions on what careers have access to magic from what I can tell of these rules, which means a Dwarf warrior or Hobbit burglar could become strong in magic, especially with a high Discipline, which is not very in keeping with the setting. Going back over it, I did leave out that the magic skills have to be career skills to use AND to buy ranks in them, and only certain classes can include them in their list of career skills. I’ll need to add that in. I also adapted the Hope rules to fit with the Genesys Magic Rules and now they can apply not just to spell casters, but all of the PCs in the group. They are more aligned with the Morality rules from F&D, but apply certain affects to non-spell casters as well (i.e. Boost or Setback to Discipline, extra Strain or Wounds, etc.). The other changes that I made were mainly to weapons and armor. I had to add Hard Points in to the Weapons because they were missing on the table you have in the pdf. I also added some more equipment to the tables and tried to balance them as best I could based on what I saw in the D6 version­­. I reduced their prices across the board to try and reflect the setting a little better, but not even sure that was necessary. I also touched a bit on the Craftsmanship piece and used someone else’s recommendation for doing a Mithril craftsmanship. I left the Barrow Blade and Morgul Blade descriptions as is, but felt those were more like features than actual Weapon Qualities, which I replaced with a couple ranks of Vicious. Still enjoying the rest of the setting though and taking a look at your other settings as well, lots of good work. Thank you for the contributions to the community. Keep up the good work.
  3. @Johan Marek Phoenix Knight Thanks for putting this together and sharing it. This is an excellent conversion for Middle Earth into Genesys. I'm currently using it to GM a game with some friends and we are thoroughly enjoying it. I did have some changes I made before we started and wanted to share them with everyone. I agree with your system trying to limit use of magic, but felt it would be more up to the GM's discretion on certain instances. Having a PC or two in the group that can use magic, even if only in lesser forms, definitely helps give a deeper level of immersion to the game. I added the Genesys Magic rules back in with some changes to it. See the attached for our House Rules. And thanks again for sharing this. Middle Earth House Rules.docx
  4. @Bellyon Not a problem, thanks for trying to clear things up. 1. Tiny – I agree, my first draft was too complicated, but I think the updated version posted in the OP (after Richardbuxton’s recommendations) is much simpler. It addresses pretty much everything the Player and GM need to know about the Tiny size of the race. I could see some GMs changing some of those rules, but at least it gives them a baseline for Tiny sized PCs (which is something I couldn’t find anywhere). 2. Characteristics – For the 132213 starting stats, we are both saying the base starting is 90 XP, so we came out the same on that one. 3. Wound Threshold – I agree with Richardbuxton’s calculation that having WT 5 should count as +15 XP to Starting XP. There is precedent for having this low a WT and low Brawn starting off. See the Gnome species in Realms of Terrinoth, which starts with 1 Brawn and only has 6 Wound Threshold. It looks like they gave it about +15 XP Starting based off the other species attributes that FFG included for Gnomes. With Fairies being even smaller and more fragile than Gnomes, I figured I would give them at least 1 less in their WT. 4. Strain Threshold – For this, I left ST at 10. You may have my stat block confused with the one that GreenTyr posted 5 posts down from the top. So there’s no XP adjustment on my stats based on Strain Threshold. 5. Skills – This part I agree with you on. The Charm should be the one that counts for a -10 XP instead of -5 XP. 6. Math – Again, you were close, but ended up making an error again. You said start at 110 – 20 = 90. Then you said it should be 90 – 15 – 10 – 10 + 20. In the next line you summed up the calculations as 90 – 15 – 15 – 10 + 20 = 70. You replaced a -10 with a -15 on accident, so your math should have added up to 75 XP, not 70. Still closer than last time though. 7. Faeric Charm – I disagree with replacing the rank in Charm with this ability. It’s more complicated than it needs to be when it is easy to translate their natural charming ability into a rank in that skill rather than using a Cunning based magic skill that is unrelated to any social skills. Also, removing the Tiny quality and hand waving it away with just the Sil 0 quality somewhat defeats the purpose of making the unique Tiny sized race in the first place. Thank you for taking the time to explain your recommendations though. I will change my Original Posts stats based on your recommendation from #5. Thanks.
  5. @Richardbuxton You completely convinced me to change my mind about the +5 Encumbrance to normal-sized equipment. I fully agree now after that explanation. It makes sense and is very simple and straight forward. I did want to avoid the possibility of Fairies using two-handed weapons, like Greatswords etc., so I am still leaving that stipulation in there, but other GMs may find it unnecessary. I tweaked your take on the Fairy Craftsmanship a little, but think you were spot on with the Weapon adjustments. I reduced the cost purely based on less materials being needed (still needs a Fairy blacksmith to craft them though, probably). I added your recommendations to the stats and description above. Thanks for all your input, I think this race is way more accurate now than it was before. @Bellyon Nothing you said made any sense, so I went back and re-read the section on creating races in the Genesys book. After that it made even less sense as it contradicts the rules and the math you put literally doesn't add up. Thank you for trying though.
  6. For the cover and the potential situation where the Fairy PC uses normal sized equipment, any Defense I feel should be increased, which is why I added that part in. I considered just adding 1 to their Defense, but like you said it wouldn't stack with the armor. Plus the size difference is accounted for by increasing opponents Sil by 1. But the Sil 1 increase doesn't address that normal cover and normal equipment should provide more defense. I considered making the Encumbrance increase much greater, but didn't want to make it a hard +"some big number". Also wanted to leave it up to interpretation if the GM feels something should be higher or stay relatively the same. A pebble is Enc 0 and for a Fairy may still be Enc 0, but a short sword would probably go from Enc 1 to Enc 3 or 4 depending on how the GM feels. Would +2 or +3 Enc be more appropriate with the caveat of "at GM's discretion"? I know everything is "at GM's discretion", but feel the emphasis is good to point out here. It would be easy to say Fairies can't use any normal sized equipment, but I feel like that's a bit too severe. I was planning on making equipment specific for Fairies, but I like the Fairy Craftsmanship route WAY better. Thank you for that recommendation, I had completely forgotten that would be an option. For Weapon, would Reduce Damage by 2 be to a minimum of +0, right? Also, is the Setback necessary for flight?
  7. Looking back at the rulebook, I agree with you on the WT = +15 and the Skills = -5 XP. I missed both those on the first read through. On the Tiny, I did try to balance it out with as many positives as there are negatives. I felt the Sil difference during combat (which increases difficulty for incoming from Sil 1 characters and decreases difficulty for out going), the boost to Defense, and the boost to Stealth helped balance out the Encumbrance and Cumbersome penalties. Any recommendations to alter the Tiny ability so that it is balanced to a +0 XP difference to Starting XP?
  8. So as far as the starting XP calculation, I did the following: Starting XP starts at 100: Characteristics at 1/3/2/2/1/3: -10 XP Wound Threshold -5: +10 XP Starting Skills 2 Ranks: -10 XP Flyer (Hover): -10 XP Which yeilds 100 + 10 XP - 30 XP = For the "Tiny" ability I was trying to balance it out as much as possible so that it didn't affect Starting XP. And for the Flying part, I did put Flyer (Hover) which is explained on pg 100 of the Genesys Core Rulebook. I would imagine most fairies would be one-hitters, at least initially, until they beef themselves up.
  9. I've created stats for a Fairy Race in a custom Fantasy Setting because I want players to be able to play as them (lots of oddly sized races in this setting). This is my first draft of the stats, so I'm looking for input from the community on how to make these stats more accurate and balanced, especially for the "Tiny" ability that I have homebrewed. I've kept most things based off Genesys, but changed the Magic - Primal skill to Magic - Connection. I haven't created Tiny - equipment yet, but I intend to for the setting. I'll update this post based off of any edits I make due to recommendations I get. Thanks. ============== Edit: Adjusted the Starting XP, altered the description for the Tiny Ability, and added the Fairy Craftsmanship in after Richardbuxton's recommendations below. 6/24/18 Edit: Adjusted the Starting XP based on Bellyon's recommendations below. 6/25/18 ============== Fairies (Neutral): Physiology: Fairies are very small beings standing only 8 to 14 inches tall with slender bodies and limbs and a set of wings that allow them to fly. They have a wide range of complexions, but always have a very youthful appearance, even in old age. They mature at the same rate as humans, but can live up to several hundred years old. Culture: Fairies are one of the four original native races of Edafos. They can be found anywhere there are plants, but they are most common in the forests and jungles of Edafos. Fairies are a very friendly race that is quick to make friends with other beings, except for elementals whom they fear. They are deeply connected to nature and Edafos itself. They typically make their communities in trees deep within the forests and jungles of Edafos. Brawn [1] Agility [3] Intellect [2] Cunning [2] Willpower [1] Presence [3] WT: 5 ST: 10 XP: 85 Starting Skills: Fairies start with one rank in Charm and Connection at character creation. They obtain these ranks before spending experience points, and these skills may not be increased higher than rank 2 during character creation. Tiny: Fairies are silhouette 0. They count as Encumbrance 1 instead of 5. They treat all objects and races Small or greater as 1 Silhouette higher than listed. They add 5 Encumbrance to all items that are not of Fairy Craftsmanship. They treat all normal sized Melee (Light) (one-handed) weapons as Heavy (two-handed) weapons. They cannot use normal sized Heavy (two-handed) Melee Weapons or normal-sized Ranged weapons. Increase Defense granted by cover and normal-sized items by 1. Add 2 Boost to all Stealth checks. Flyer (Hover): Can fly, see page 100 of the Genesys Core Rulebook. Fairy Craftsmanship: Designed for Tiny races, this equipment is meant to be used by Fairies. Any Small or greater sized race reduces the Encumbrance by 5 and adds 3 Setback when attempting to use equipment of this craftsmanship. Armor can only be worn by Tiny races. Weapon: Reduce Damage by 2 to a minimum of +0, and increase Critical Rating by 1. Armor: No change. Rarity: +2 Price: Cost x 0.5 ============ Any and all recommendations are welcome. I had no real baseline to go off of, except for this attempt from another GM on Reddit who created stats for Fairies in DnD 5e here:
  10. Why the 8 Wound and 10 Strain? If anything I would reverse those, 10 Wound and 8 Strain. I'd consider too that they aren't very tech advanced, but are very physically capable, so increase in Brawn and decrease in Intellect would not be unwarrented. Submitting to slavery under the Empire suggests a lower Willpower as well. I would try to balance it more since the flying ability for them is quite powerful. A player would certainly be within their right to argue a lot of advantages there, mechanically speaking and narratively.
  11. Highly recommend getting Lords of Nal Hutta. It's one of my favorite source books. Officially the government for Nar Shaddaa is the Hutt Ruling Council. But their influence only goes so far. There are different 'sectors' or areas of the city that are controlled (or not controlled) by different groups/organizations. Staying within the Hutt controlled areas, you might see typical public services provided (such as energy, water, law enforcement). But going to different areas of the city, there may only be private security or no security at all. Like HappyDaze mentioned, anarchic capitalism is the base culture of Nar Shaddaa. Where there isn't a group controlling a part of the city, people do whatever they have to to make a living and get by. There is definitely an Imperial presence on the planet, but I believe it is more in the form of an intelligence network with spies and such.
  12. I agree that it is not too unbalanced. The group I GM for has taken a different approach with it, to kind of show case the versatility here. They scrapped the Cargo Capacity and instead installed seating for up to 12 boarding party members. They now use it as a short range assault transport that launches with a boarding team from their main ship (was a Gozanti Transport, is now a CR-90 Corvette). With 2 weapon emplacements and a Stinger Boarding Tube, it suits that role perfectly, given that their main ship does the majority of the fighting. Given an example deck plan, this "retro-fit" is not infeasible. http://starwars-exodus.wikia.com/wiki/HWK-290
  13. I have a partial app working. Some volunteers are about to start "Alpha" testing. Functionality that will be included in the app is: - Fillable ship sheets that can be saved as individual files - Fillable trip sheets that can be saved as individual files - Automatic calculations for cost and profits - Hiding of all unnecessary information - Automatic calculation of estimated travel time between any of 4000+ systems - Ability to easily add Planet Data or Cargo Types without opening a spread sheet - User friendly display of all information within a main window - Ability to purchase, load, and track multiple cargo types per trip - Tracking of hyperspace trips by date on a custom calendar - Tracking of fuel consumption, hull trauma, system strain, crew, passengers, and cargo across multiple trips This list doesn't spell out everything, but that is the majority of what I'm in the process of implementing right now. The purpose of the app is to narrow the TRE Tool sheet down to only a few boxes that the players need to fill out. Should be fairly easy and give some very useful information while also helping players/GMs track information about the group and their ship. It is all coded in C++ using Qt Creator and should be ready for Beta testing in a month or two. Any recommendations for additional functionality are welcome. No guarantees though.
  14. Just wanted to update folks that I am currently building an application based off this spread sheet. I'm planning on having a lot more functionality this way to include: - A main window that tracks a players game based off a calendar and displays summary data for the ship, current trip being taken, and cargo in the hold - A trip window that details everything seen in the Op Cost, Cargo, and Passenger Terminal tabs of this sheet. This info can be saved in its own file so that multiple trips can be saved, edited, or selected through the app instead of managing multiple versions of a full Excel doc. - A ship window that allows the player to add a custom ship, edit an existing one, and select which ship to be the active ship for their current trip. I'm building the app using Qt right now, but it will be my first app, so it won't look very fancy. It will be much easier to use than the spread sheet though (*cough* I hope *cough*). Anyone who'd like to help out that has programming experience would be a huge plus. I won't be changing the user guide or detailing the version changes, but on the Original Post is a more current version of the spread sheet courtesy of Kyla. Thanks Kyla for adding all of that info. It looks great!
  15. Yes, I am interested. I am still hoping to turn this into an application at some point, so additional features would be greatly helpful. If anyone else is interested in joining in on this project, please let me know.
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