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Lord Karick Seasoned

Joined: 25 Mar 2011 Posts: 350 Location: Landsberg, Germany
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Posted: Wed Apr 27, 2011 5:20 am Post subject: Porting from Dragon Warriors to Savage Worlds |
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Hi. Has anyone here ported from Dragon Warriors to Savage Worlds? I like the Legend setting too much to abandon but have more or less decided to carry on our group with SW instead of the original rules. _________________ Visit Tales from Karickbridge on Obsidian Portal, oh and Savage Legend - The Blog |
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Spongly Novice
Joined: 16 Jun 2008 Posts: 51
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Posted: Wed Apr 27, 2011 8:46 am Post subject: |
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| A friend of mine is starting the Elven Crystals in a couple of weeks, using Savage Worlds. I'm pretty sure he's just using the normal SW fantasy rules. |
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Lord Karick Seasoned

Joined: 25 Mar 2011 Posts: 350 Location: Landsberg, Germany
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Posted: Wed Apr 27, 2011 11:13 am Post subject: |
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| Spongly wrote: | | A friend of mine is starting the Elven Crystals in a couple of weeks, using Savage Worlds. I'm pretty sure he's just using the normal SW fantasy rules. |
Don't suppose he'd pass on some tips regarding how he converts monster stats? _________________ Visit Tales from Karickbridge on Obsidian Portal, oh and Savage Legend - The Blog |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4482
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Posted: Wed Apr 27, 2011 12:39 pm Post subject: |
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The fastest way to do monsters is to look at their theme and build them from scratch.
Stealthy critter that clings to ceilings and falls on unsuspecting prey?
Agility d8, Smarts d4 (A), all others d6.
Climbing d12, Fighting d4, Notice d6, Stealth d10
Claws: Strength
Infravision
Go For the Throat (see the dog / wolf entry in SWEX)
Strangling tendrils: If it hits with a raise then it automatically grapples. Grappling attacks inflict Str+2d6 damage.
Death from Above: when dropping on a victim, it automatically targets the Head at no penalty.
Size -1
Utilizing the Drop, this creature can strike and kill most prey before it realizes that it has been hit. Took me about 6 minutes to do that. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Lord Karick Seasoned

Joined: 25 Mar 2011 Posts: 350 Location: Landsberg, Germany
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Posted: Wed Apr 27, 2011 1:31 pm Post subject: |
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| ValhallaGH wrote: | | The fastest way to do monsters is to look at their theme and build them from scratch. |
I appreciate that, the trouble is I'm pretty much planning on hitting the ground running with SW not having run it before. With DW I know that an attack of 20 is pretty badass, just trying to correspond this to a Fight die isn't intuitive. I guess I'll have to sit down with pen and paper and work through some probabilities to give me at least some idea. _________________ Visit Tales from Karickbridge on Obsidian Portal, oh and Savage Legend - The Blog |
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Planecreek Novice
Joined: 28 Apr 2011 Posts: 41
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Posted: Thu Apr 28, 2011 1:59 am Post subject: |
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Very atmospheric setting that one.
Hard to port directly as some concepts are somewhat different, and there are less "flavours" of combatants in DW.
very rough estimate:
:Attack score 11 or less: fight d4, 12 or 13 fight d6, 14 to 16 fight d8, 17 to 19 d10, 20 up d12. if their defence is higher than the normal 5 to 8 less than attack, give them the block edge. If their defence is much lower, usually drop the fight by one die( eg wolves with 15 attack, 3defence would be fight d6, not d8 as the above estimate first said). If they are missile attackers - give them the equivalent shooting or throwing skill.
:If they have an evasion score of 5 or 6 - give them the dodge edge, if evsaion of 7 or more- improved dodge.
:Reflexes to agility(and attributes for characters generally) 8 or less: d4, 9 to 12: d6, 13 to 15: d8, 16 to 17 d10 18 d12, 19 up d12+1 or higher. If they have a bad evasion or high evasion agility may be modified by a die type either way. If reflexes are very high, give them the quick edge as well.
:Magic defence. In SW some direct magic attacks tend to have spirit as the attribute for defence - so if they have magic defence of 7 to 9: spirit d8, 10 to 12 d10, if higher maybe give them the arcane resistance edge as well (and maybe improved if very high). If they have a magical attack score give them a spellcasting skill in proportion.
:If a DW creature has a high stealth then give them d8 plus Stealth skill, if they have a good perception then a d8 or higher Notice skill
: Armour and weapons - just use the equivalent in SW. Natural weapons are a bit trickier - maybe if they do 4 damage a hit they are St+d6 weapons (with St being d6 or d8), then scale either way from there (or use equivalent type creatures in SW.)
: for attributes in SW - for strength, vigour and size - try to look at equivalent physical creatures in the SW bestiary. Agility as above. Spirit base on magic defence as above. Smarts will need to be judged on the creature.
No idea if that was helpful, but if you are doing the crystals, here is a SW "dark rider".
Dark rider
Attributes: Agd6 Std8 Smd4 Spd6, Vgd8
Skills: Fightd8, Throw d6, Shoot d6, Notice d6, Ride d8
Pace:6(but usually on horse) Parry:7 Toughness:8(2), 10 vs missile
Gear: Chain armour(+2), Shield(+1 parry, +2 armour vs missiles), Sword (st+d8), bow(2d6) or spear (st+d6)
Special: Fearless
:Has ugly and bloodthirsty hindrances |
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Lord Karick Seasoned

Joined: 25 Mar 2011 Posts: 350 Location: Landsberg, Germany
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Posted: Thu Apr 28, 2011 2:13 am Post subject: |
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| Planecreek wrote: | Hard to port directly as some concepts are somewhat different, and there are less "flavours" of combatants in DW.
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I hereby dub thee Sir Planecreek! Thank'ee kindly sir!
BTW, what do you think about porting characters? My approximate guestimate is that 1 SW rank (i.e. 20 XP) is going to be approximately equivalent to two DW ranks, i.e. that a Seasoned SW is approximately DW rank 3 (yes, I am mad enough to ask my party to do this!) _________________ Visit Tales from Karickbridge on Obsidian Portal, oh and Savage Legend - The Blog |
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Planecreek Novice
Joined: 28 Apr 2011 Posts: 41
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Posted: Thu Apr 28, 2011 6:55 am Post subject: |
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I would think that's pretty reasonable.
From what I remember - rank 8 characters started getting herioc/legendary type abilities - so rank 7 for start of heroic, rank 9 for the beginning of legendary seems okay to me.
You have me wanting to run all the DW adventures through SW now.
Added: there will be a few differences you will notice in how characters play in SW once ported from DW. eg for knights - armour in DW is very useful, SW has a lot more naked dwarf syndrome so your knights won't be able to stand up to as much (armour is very weak). Might wish to houserule armour value up a bit.
It would be hard for starting warrior characters to afford what they start with in DW without rich or noble edges (which you might take for knights I suppose). I think sorcerors, mystics and barbarians will port very well. Assassins with a little more work.
Advantages in SW is some of those characters that were forced into the above roles that didn't really fit (like the "barbarian" pirate captain in elven crystals) won't have to be forced - they can just be made with a lot more freedom. |
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Lord Karick Seasoned

Joined: 25 Mar 2011 Posts: 350 Location: Landsberg, Germany
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Posted: Thu Apr 28, 2011 7:33 am Post subject: |
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| Sir Planecreek wrote: | You have me wanting to run all the DW adventures through SW now.
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I've got a few more on top now too, feel free to check out our adventure log on the Oblivian Portal site below. _________________ Visit Tales from Karickbridge on Obsidian Portal, oh and Savage Legend - The Blog |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4482
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Posted: Thu Apr 28, 2011 9:29 am Post subject: |
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| Planecreek wrote: | | (armour is very weak). Might wish to houserule armour value up a bit. |
I wouldn't say very weak. Even when foes are doing 2d8+1, having Armor +3 makes a huge difference (as last night's session proved).
But, armor is a lot less awesome in Savage Worlds than it is in Dragon Warrior. It's still fantastic and makes a pile of difference (2d6 averages 8, 2d8 averages 10; you have to be Legendary to get a toughness of 10 without armor) but it's not guaranteed protection. Which is how I, for one, prefer it.
Regarding Starting Equipment, you can always borrow the Knight edge from the Fantasy Companion. +2 Charisma, chain mail, shield, sword, & horse, with the burden of being part of a knightly organization (and responsible to them). _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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Lord Karick Seasoned

Joined: 25 Mar 2011 Posts: 350 Location: Landsberg, Germany
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Posted: Thu Apr 28, 2011 11:07 am Post subject: |
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| Planecreek wrote: | | Added: there will be a few differences you will notice in how characters play in SW once ported from DW. eg for knights - armour in DW is very useful, SW has a lot more naked dwarf syndrome so your knights won't be able to stand up to as much (armour is very weak). Might wish to houserule armour value up a bit. |
| ValhallaGH wrote: | I wouldn't say very weak. Even when foes are doing 2d8+1, having Armor +3 makes a huge difference (as last night's session proved).
But, armor is a lot less awesome in Savage Worlds than it is in Dragon Warrior. It's still fantastic and makes a pile of difference (2d6 averages 8, 2d8 averages 10; you have to be Legendary to get a toughness of 10 without armor) but it's not guaranteed protection. Which is how I, for one, prefer it. |
Really indebted to you gents for all your input here. It's priceless. One idea I had been toying with is somehow incorporating the DW reduction in Defence (a.k.a. Parry) for wearing armour you weren't trained to wear. After years of D&D as a teenager (we're talking 80's here ), the separation of Defence and Armour was like a revelation to me. Apart from the step away from complicated rule to give me more room to storytell as a GM, the combat in DW was part of what won me over in the first place. Ahhh. Those were the days...
| ValhallaGH wrote: | | Regarding Starting Equipment, you can always borrow the Knight edge from the Fantasy Companion. +2 Charisma, chain mail, shield, sword, & horse, with the burden of being part of a knightly organization (and responsible to them). |
That's how I like my knights anyway, on a very short leash  _________________ Visit Tales from Karickbridge on Obsidian Portal, oh and Savage Legend - The Blog |
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Planecreek Novice
Joined: 28 Apr 2011 Posts: 41
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Posted: Fri Apr 29, 2011 3:43 am Post subject: |
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| Quote: | I wouldn't say very weak. Even when foes are doing 2d8+1, having Armor +3 makes a huge difference (as last night's session proved).
But, armor is a lot less awesome in Savage Worlds than it is in Dragon Warrior. It's still fantastic and makes a pile of difference (2d6 averages 8, 2d8 averages 10; you have to be Legendary to get a toughness of 10 without armor) but it's not guaranteed protection. Which is how I, for one, prefer it.
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I suppose it is a style and belief thing - I have read historians describe armour on a scale from liability to insurmountable advantage, and everywhere in between. I probably lean to more to the latter belief, especially when fitting the DW/Legend setting.
One of the things about SW I don't like as much is that rivetted chain mail armour is rated the same as an animal's thick hide. I would say DW did armour more how I see it. On the other hand I think DW got the weapons the wrong way round (eg I don't think a sword should be better vs armour than a morningstar, but worse in damage if it gets through)
But yes, armour is still helpful in SW, I just think it should be a point or 2 more than it is - especially compared to creature armour.
The knight edge sounds spot on for what is needed for DW knights.
| Quote: | | naked dwarf syndrome |
I think it comes from warhammer (?) where an unarmoured dwarf was tougher than a plate armoured human. Stretched internal consistency a bit. SW has a bit of it - Vigour d10 with Brawny is as tough as an average person in full plate armour. Human metallurgy gets a bad rap in a lot of games.
But it is not overbearing in play - SW has so many clever ideas - rules that look okay often play great, and rules that look not as good still seem to be okay in play (even my dislike of armour ratings) |
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Lord Karick Seasoned

Joined: 25 Mar 2011 Posts: 350 Location: Landsberg, Germany
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Posted: Fri Apr 29, 2011 3:54 am Post subject: |
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| Planecreek wrote: | I suppose it is a style and belief thing - I have read historians describe armour on a scale from liability to insurmountable advantage, and everywhere in between. I probably lean to more to the latter belief, especially when fitting the DW/Legend setting.
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The way I understand it, the advantage of armour was quite situational. On the mass battlefield against multiple opponents (and with arrows raining down - provided that they weren't shot by English longbows with bodkin tips or course), 5 mm of plate steel could provide you with a life-winning (or at least a limb-retaining) advantage.
BUT
What you gained on the swings, you lost on the roundabouts. In a one on one situation with a more mobile opponent, being inside a tin can had significant disadvantages. This is what I loved about the DW mechanic: it was the first system I came across that distinguished between ease to hit and penetration (ATASTTB ). _________________ Visit Tales from Karickbridge on Obsidian Portal, oh and Savage Legend - The Blog |
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GreenTongue Veteran

Joined: 30 Jul 2003 Posts: 999 Location: Orlando, FL
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Posted: Fri Apr 29, 2011 7:04 am Post subject: |
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Well, you could consider a setting rule that you have to have Armour Piercing weapons to hurt someone in metal armour.
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islan Heroic
Joined: 17 Dec 2008 Posts: 1086
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Posted: Fri Apr 29, 2011 7:25 am Post subject: |
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Then nobody would use anything but weapons with AP.  |
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Zadmar Heroic

Joined: 10 Nov 2010 Posts: 1382 Location: Munich
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Posted: Fri Apr 29, 2011 8:07 am Post subject: |
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How about a setting rule that heavy armour reduces your Pace and Parry by 1, but grants you the Hardy ability whenever you're struck on a covered location (i.e., it wouldn't work against a called shot through your visor).
Thus you're easier to hit, and getting hit still hurts, but it's more difficult to seriously injure you through armour. |
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Lord Karick Seasoned

Joined: 25 Mar 2011 Posts: 350 Location: Landsberg, Germany
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Posted: Fri Apr 29, 2011 9:32 am Post subject: |
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| Planecreek wrote: |
: Armour and weapons - just use the equivalent in SW. Natural weapons are a bit trickier - maybe if they do 4 damage a hit they are St+d6 weapons (with St being d6 or d , then scale either way from there (or use equivalent type creatures in SW.)
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Just working through all this wonderful stuff. Do you have a rough equivalence table for creature AF : Toughness? _________________ Visit Tales from Karickbridge on Obsidian Portal, oh and Savage Legend - The Blog |
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GreenTongue Veteran

Joined: 30 Jul 2003 Posts: 999 Location: Orlando, FL
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Posted: Fri Apr 29, 2011 6:42 pm Post subject: |
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| islan wrote: | Then nobody would use anything but weapons with AP.  |
Which explains the prices.
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Planecreek Novice
Joined: 28 Apr 2011 Posts: 41
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Posted: Fri Apr 29, 2011 8:22 pm Post subject: |
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| Quote: | : Armour and weapons - just use the equivalent in SW. Natural weapons are a bit trickier - maybe if they do 4 damage a hit they are St+d6 weapons (with St being d6 or d, then scale either way from there (or use equivalent type creatures in SW.)
Just working through all this wonderful stuff. Do you have a rough equivalence table for creature AF : Toughness?
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Use health points for total toughness(which would mean from vigour, size and creature special abilies like undead), then add armour on after that.
My very rough estimate:
HP 10 or less: toughness 5 (or even 4 if they are very weak), 11 to 14 tough 6, 15 to 18 tough 7, then another point of toughness for each range of 4 HP after that.
Then add armour on top - if they have an AF of 1 or 2 from thick hide, give them a point or 2 of armour. If they are an "armoured" monster like gargoyles then give them 4 or so points.
That system won't always work - dragons would end up with well over 20 toughness, and skeletons would be much weaker than they would be in SW, but it should give a bit of a guide.
Sometimes you might have to fiddle a bit eg a gargoyle with 7 AF (2 vs magic weapons) - I would probably say has 5 points of armour, and a weakness vs magic weapons so they are +4 damage.
Some of the armour ideas above are interesting - especially the armour makes you hardy one. |
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Jez Novice
Joined: 30 Apr 2011 Posts: 1
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Posted: Sat Apr 30, 2011 9:00 am Post subject: conversion |
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Other than the formentioned advice, just get hold of the SW Fantasy Companion... got a great bestiary in there for ye!
SW is great for quick rules choices too... very intuitive system and all very logical!
Just about to launch into the Elven Crystals with my group soon, cant wait!
Luckily for me we play a few other games using the rules anyway, they are just so damn good for a fun night gaming!!  |
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