I’ve been playing around trying to make a True20 character sheet with enough space for everything. So here’s a first draft PDF – it’s not fillable, but may be useful!
Following on from my True20: Eberron conversion comes this new True20 mod: Conan! Although others have done similar mods I thought I’d try writing this in a similar style to the Eberron one. However, the True20 rules cover most of what you’d need to adventure in the Hyborian Age, so this one is lighter on additional feats and supernatural powers, but has more backgrounds, poisons and alchemical items, suggestions for adding that ‘Conan flavour’ and monsters—lots of monsters! Almost half of the document is a bestiary with animals, men, demons and monsters that have crawled, murdered, destroyed or terrified their way across the lands of the Hyborian Age!
Download the PDF here: True20 Conan v1.0!
When I was putting together the Eberron mod for Green Ronin’s Dragon Age system I came across one of their other systems: True20. Much as I like Dragon Age, it was apparent that it was going to be much easier to convert Eberron to True20, especially as a lot of work had already been done in this area (on the True20 forums and the True20 wiki)!
I’ve tried to compile these ideas, together with some of my own, in this document: True20 Eberron v1.0. You’ll need the True20 rules, of course, and at least the Eberron Campaign Setting book by WotC.
Finally, although this mod was developed with Eberron in mind, it could quite easily be used to run any D&D style campaign with True20 rules.
More information on True20 can be found at true20.com.
Hope you like it!
Well finally here is the first version of my mod for playing in the D&D Eberron setting using the AGE rules. There’s still lots to do, but folks may find this useful – even if they’re not using it in that setting.
You can download it from AGE – Eberron v0.1.
It looks like the link to the Dragon Hack play test (basically, D&D with AGE rules) on Josh Jarman’s site is down/not working. So I’ll host it here in the meantime…
While working through the AGE of Eberron modification (possibly to be renamed as Fourth AGE: Eberron!) I ran into the issue of psionics. Psionics are certainly a part of the Eberron setting—possibly more so than most other fantasy background. The Dal Quor, kalashtar, Inspired, etc are all psionic features. But as I was thinking about how to model that I realised that I certainly didn’t want to (or have the time for) replicate the entire 3.5/Pathfinder psionic system, which—to be frank—seems to be more like an alternate magic system, with dozens of powers (spells) and so on.
I remembered that the old Traveller RPG had a simpler psionic system, so dug the old books out of the loft and had a look. This is the result: the psionic talents give quite broad based talents, but I’ve added specializations based on the PF prestige classes like Soul Knife, Psion and so on. This is just version 0.1 – I’d love some feedback!
So at last we have some Set 3 rules! Here are my initial thoughts, with a vague slant as to how they will play in Dragon Hack (and AGE of Eberron).
First, a couple of things that all point to an underlying system that I think pervades Dragon Age:
- Set 2 introduced advancement points to slow down ability increases.
- In Set 3 Health/Mana increases slow down. I was suspecting something like this would be introduced, dropping one or other of the 1d6 or Con/Magic bonus.
- Set 3 also has double focuses. I had also wondered if this would be in there, but wasn’t expecting the +3 (rather than +4).
This, I believe, suggests that all character improvement is done under diminishing returns, unlike almost every other system I’ve seen (not that I’ve seen a great deal!). Coupled with the talent system – which typically does not make characters more powerful so much as more varied in their abilities – it will be very interesting to see how high level play works compared to, say, 4th ed D&D. This seems to tie in with characters getting only one more specialization as they level to 20 – there had been speculation that there might be two, i.e. one every 5 levels.
The new talents look good, and should fit into any game nicely, not just Dragon Hack. The exception might be Runecrafting, as this is not really a D&D ‘thing’.
The specializations are also good. The chevalier is vaguely similar to the Lancer specialization I came up with for AGE of Conan! But this illustrates one of the strengths of this system – these specializations can easily co-exist with one another. Of the others, the Force Mage and Keeper seem the most tied to the Dragon Age setting and also to the Dragon Age magic system. This also applies to the Shapeshifter, which duplicates one of the Druid abilities.
The Guardian is a nice warrior specialisation that would work well with the Fighter class talent. Looks like I’ll have to rename the Guardian specialization I came up with to a Defender! Specialization naming may be becoming an issue here – there is now a Ranger specialization for rogues which could be confused with the Ranger class talent for warriors. But it shouldn’t be too hard to keep them straight, and a little bit of multi-classing shouldn’t hurt! The Marksman also conflicts name-wise with the specialization described in Kobold Quarterly #20. But all in all, some nice ideas in all of these!
A couple of final thoughts for now:
- Mages don’t get extra talent degrees at level 13 and 17. Is this a typo in the play test document?
- Level 20 warriors get a bonus to ‘warfare’ stunts. Could mass combat rules be on the way in the full Set 3 rules?