What rule sets/settings have you ported into BRP?
Posted 05 January 2014 - 10:10 PM
Settings/Rule sets I have experimented with:
D20...BRP makes combat so much faster, but has a tendency to reduce the overall power level of characters.
Marvel Super Heroes...with some issues, pretty much makes it unplayable as I have it right now I would just use Superworld, but a lot of the high end stuff does not model well into BRP without making the game ridiculously lethal
Fuzion/Champions...a good mid power superpower campaign can be built from this
DC Adventures...with some issues
LUGTrek... I am not happy with it after years of working with it. LUGTrek is so self contained, it is hard to unravel parts of it for BRP and still have the same flavor of game.
GURPS...but very clunky
Traveller, although I pretty much just use T20 and then translate from D20 to BRP
Palladium...almost no difference in game play experience
Recon...no difference in game play
Shadowrun...the game plays almost the same, but it is slightly more lethal
D6 Star Wars...translated to D20, then to BRP
Star Wars D20...plays very well, but it makes Force Users a bit overpowered
Terran Trade Authority
Warhammer 40K...still a work in progress, after like 8 years, I an just not happy with it
Dark Heresy/Rogue Trader/Only War/Deathwatch/Dark Crusade...pretty easy conversion, but a lot more lethal in BRP
World of Darkness...takes a lot of work to translate characters, but plays well enough.
Posted 06 January 2014 - 10:36 AM
convert other systems into BRP ones. The only ones that come to my mind are Blue
Planet, D&D 3.5, Harnmaster, Lodland*, Perry Rhodan* and Traveller.
* German roleplaying games
Posted 06 January 2014 - 12:39 PM
Posted 07 January 2014 - 09:35 AM
Since then I've revised into into a more complex vision of a planescape-esque world with major lovecraftian elements lurking in the shadows of profane and divine creatures warring over planes while simultaneously trying to keep the balance between their innately opposing forces to prevent the lovecraftian nasties from entering reality at large.
A setting where damnation and salvation are on a knife's edge, from reality, mythology, and unreality at once, through manipulations of time, space, and dimensions. Through methods involving magic, machinery, sorcery and psionics.
Converting this setting to BRP was one of the best moves I had made with it.
Posted 10 January 2014 - 05:48 AM
On the other hand, once Rod (a.k.a. ThreeDeeSix) has completed his Classic Fantasy series, I plan on going all-out in converting Ravenloft books and supplements (both AD&D and D20 versions).
Posted 15 January 2014 - 01:26 PM
@sladethesniper: Do you have anything written or typed up for your Shadowrun conversions? I love the game but hate the system and I'm too lazy to try to convert it myself. I'd like to check out what you've got.
Posted 16 January 2014 - 02:01 AM
I had never thought to use allegiances as a way to track progression through a level based system. Wow, I LIKE that idea a lot.
Normally I just have some quick notes, but this is what I have written up:
Logic = INT
Intuition = WIS
Charisma = CHA
Willpower = POW
Strength = STR
Body = CON
Agility/Reflexes = highest or average becomes DEX
EDU is not converted (use background to determine)
Stats conversion from Shadowrun to BRP:
1 = 8
2 = 10
3 = 12
4 = 14
5 = 16
6 = 18
7 = 20
8 = 22
9 = 24
10 = 26
Skill rating conversion from Shadowrun to BRP:
1 = 10%
2 = 20%
3 = 30%
4 = 40%
5 = 50%
6 = 60%
7 = 70%
8 = 80%
9 = 90%
10 = 100%
11 = 110%
12 = 120%
For weapons and gear, I use BRP equivalents
For magic, I use the Shadowrun flavor text with the Magic rules from the big gold book, the spell name remains the same as Shadowrun
General ideas I follow when converting:
When converting from one system to another system there is a certain “conceptual” plan that has to be followed.
First, when planning to create a multi-genre game, the decision for what rules set to be used has to be made early. This will let players know the left and right limits (if any) for that game.
Second, when using a character generation system that is not in base rules set (such as using LUGTrek to make a character for a D&D 3.5 game) you must make the COMPLETE character in the first rules set BEFORE using any imported things into the character creation rules set (such as using Cyberpunk Lifepath in addition to the one in LUGTrek) then when the character is completely created (including weapons and equipment and all skill mods) THEN you convert the character in the game system. Otherwise, two problems rise.
One is the min-maxing issue where players will mix and match non-organic systems to get the best possible benefit which will detract from the game.
Two, when computing skill bonuses from one system to another in mid creation leads to entirely too many inconsistencies between the two. That is why it IS possible (and even recommended in some cases) to make characters in one system for use in another.
Another area of HUGE debate is equipment use from one setting to another. Very rarely will damage ratings be consistent from one setting to another, especially when dealing with Star Trek games and Palladium settings. In this instance you should buy the equipment in the character creation system and then, wherever possible replace with like items in the game setting. If like items do not exist, then convert from one to the other, although when going from Palladium to D20, be aware that there will be MASSIVE inconsistencies, which means that you may have to either “translate” the equipment into the new system OR make that equipment (in an opposite process of character creation) in the game system…
Edited by sladethesniper, 16 January 2014 - 02:04 AM.
Posted 16 January 2014 - 02:43 AM
If you don't mind that I work nights and generally end up having to work on my hobbies in the wee hours of the morning and the occasional day off (assuming I'm not brain-dead from work), I wouldn't mind helping with the Diablo conversion if you'll have my help. I only own the thin-yet-scrumptious AD&D Diablo 2 book, but I can help out with proof-reading and even some writing, should you need it.
Yeah, like I said, it was an epiphany. I think I was either in the shower or at work when that idea hit me. Unfortunately, it means you REALLY have to dissect your missions and distribute "class points" based on objectives and styles, but otherwise it works out as yet another way to handle a level-based system converted into BRP. The "Department" bonuses I treated sort of like racial templates, with increased skill bases for various skills important to the department and other benefits, so that was easy. The hard part now is writing up the myriad feats and class abilities and giving each requirements (both in class points and skill levels), but once that's done, I wouldn't mind sharing on here.
Posted 16 January 2014 - 09:45 AM
Lord Sephleon: I would love any help from anyone who has an interest! I'm not sure where you're from but I'm in the Central Standard Time zone in the U.S. and it's currently 3:41am. I'm obviously a bit of a night owl myself. What I could do, is possibly create a wiki site or something similar (maybe as simple as google docs) where we can share info and ideas whenever it's convenient. PM me whenever you get the chance and we'll figure it out. And thanks!
Posted 29 January 2014 - 09:17 PM
I would love to see what you've come up for these two. I've ran Supernatural in the past and just recently ordered the LUGTrek DS9 book.
Posted 30 January 2014 - 02:12 AM
There are the notes I jotted down for conversion...first for Supernatural (also works for BSG and Serenity...) using the Codex system
I don't really like the Codex system. Nothing in it really helps set the tone. You would be much better just using CoC to run a Supernatural game, but here you go:
Codex stat =BRP/D20 stat
Willpower =Wisdom (D20) or Power (BRP)
Dice= BRP Skill %=BRP attribute
D2 =20%= 6-7
D4 =30%= 8-9
D6 =50%= 10-11
D8 =60%= 12-13
D10 =70%= 14-15
D12 =80%= 16-17
D12+D2 =90%= 18-19
D12+D4 =95%= 20-21
D12+D6 =99%= 22-23
All of the Traits in Codex can be used as "skills" in BRP, or give a bonus to some skill or situation.
The book gives three levels to make characters which translate to BRP as follows:
42 attribute points = d8 each = 12 per attribute
62 skill points = 10 skills at 25% and one at 10%
48 attribute points = 3 attributes at 15, 3 at 12
68 skill points = 10 skills at 25% and one at 40%
4 trait points = 4 traits converted to BRP
54 attribute points = 4 attributes at 15, 2 at 12
74 skill points = 11 skills at 25% and one at 40%
8 trait points = 8 traits converted to BRP
For LUGTrek, I do love the game...but for easier conversion, you might want to find an old copy of FASATrek...that is almost a straight conversion.
LUG to BRP
Fitness =Constitution (highest)
Vitality =Constitution (highest)
Dexterity =Dexterity (highest)
Presence =Charisma (highest)
Empathy =Charisma (highest)
LUG to BRP Stats
1 =6 + 1d4
2 =9 + 1d4
3 =10 + 1d4
4 =14 + 1d4
5 =18 + 1d4
6 =22 + 1d4
7 =26 + 1d4
8 =30 + 1d4
LUG to BRP Skills
To convert weapons, using BRP weapons makes it a lot easier, but if you want to have the full on feel of damage settings, this is what I use:
setting to BRP damage
Phaser 1 =Uncon for 2d6-CON minutes
Phaser 2 =Uncon for 2d10-CON minutes
Phaser 3 =Uncon 5d10-CON minutes
Phaser 4 =1 point
Phaser 5 =1d3
Phaser 6 =1d6
Phaser 7 =2d10
Phaser 8 =6d8
Phaser 9 =2d6x10
Phaser 10 =3d6x10
Phaser 11 =4d6x10
Phaser 12 =6d6x10
Phaser 13 =4d10x10
Phaser 14 =1d6x100
Phaser 15 =1d8x100
Phaser 16 =1d10x100
Please note that the above damage ratings scale linearly, as I dislike weird scaling mechanics (my first RPG was Robotech, so big damage numbers never bothered me...) so you may have to change those numbers to something more useful to book standard BRP.
Same thing for ship conversions...I converted them using Mega Damage and other nonsense from Palladium Books. If you can deal with that, then Kitsune's website is an absolute treasure trove.
I hope that is of some use.
Edited by sladethesniper, 30 January 2014 - 02:17 AM.
I really wish there was a way to import tables into forum posts...
Posted 07 February 2014 - 11:04 PM
I wonder what got converted. Monsters seem obvious, but it will be curious to see which monsters are good choices for BRP opposition and which are so overwhelming that putting them in the game is just asking for a TPK.
Posted 08 February 2014 - 06:45 AM
Posted 08 February 2014 - 07:49 PM
While it can be argued from a mechanics standpoint that every character in D20 would have the equivalent of 30% in every skill automatically (using DC 10, a d20 roll -4 for being untrained gives 6/20 chance of success...which is 30%) I simply cannot abide by that...and besides the 1 rank/bonus = 5% is more elegant than the mathematical contortions of D20.
tl;dr: what is ridiculously OP in d20, when translated to BRP is not.
Posted 08 February 2014 - 09:14 PM
In terms of D20/DnD conversions Sladsthesnipers comment is the prevailing attitude "This singular reduction from a pool of hundreds of hit points to usually less than 20 hit points remakes D20 characters from powerhouses into merely competent." However in play with highly skilled characters I didn't find this to be the case. In original DnD hit points were supposed to be a mixture of combat prowess, luck, experience and parry; all mixed up to signify that heroes survive more punishment and can have longer combats than lowbies. In BRP I found that a high parry skill had the same effect as high hit points, and good quality armour was the equivalent of good ac. Of course if you add DnD levels of magic items then it all breaks.
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