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Making a Star Wars hack of The One Ring's system
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<blockquote data-quote="Laurefindel" data-source="post: 9169197" data-attributes="member: 67296"><p>Obviously, some things had to change. That was to be expected. Still, the essence of TOR is intact, at least I believe so...</p><p></p><p>Focus was shifted from Cultures to Class Archetypes. Star Wars isn't very culture-oriented, or at least, I wouldn't know where to start. And Star Wars has like a gazilion species, so I wasn't about to equal culture to species either. So culture/species and callings/class archetypes swapped places. With species replacing callings, the shadow paths are gone. At least for the moment.</p><p></p><p>At first I tried to keep the TOR callings appellations for archetypes, but that didn't stick. Still, we can see some remnants of that (commander was the captain, drifter was the messenger etc.). So class archetypes are now Commander, Drifter, Heavy, Technician, Scoundrel, and Force-User (I may yield and just call it Jedi). These replaces the six heroic cultures, each with six exclusive Virtues.</p><p></p><p>Again, things got swapped around and remixed, so it's hard to see direct correlations, although the Heavy still resemble the dwarves it was based on, and the Force-User is basically the High Elves. By the way, magical successes are re-fluffed as Force powers.</p><p></p><p>Skills got changed a little bit to "sci-fi it up"; Hunting became Survival, Travel became Piloting, Explore became Astrogation, Enhearthen became Streetwise, but conceptually Skills remain unchanged. Combat Proficiencies however changed significantly with the shift from close-combat fighting to ranged-combat fighting. I ended up making three Combat Proficiencies following my Twilight Imperium hack; Melee and Heavy blasters (based on strength), ship gunnery and grenades (based on heart), and blasters pistols and rifles (based on Wits).</p><p></p><p>The melee combat to ranged combat shift also affected Combat stances, whereas the Forward, Open, and Defensive stances now became engaged combat stances for both melee and ranged combat, and Rearward became the disengaged combat stance to open doors, heal wounded allies, and do other stuff that isn't an attack roll (with the same restrictions as in TOR as to who can go into Rearward stance).</p><p></p><p>Anyhow, that's already a lot for now. More to come later...</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9169197, member: 67296"] Obviously, some things had to change. That was to be expected. Still, the essence of TOR is intact, at least I believe so... Focus was shifted from Cultures to Class Archetypes. Star Wars isn't very culture-oriented, or at least, I wouldn't know where to start. And Star Wars has like a gazilion species, so I wasn't about to equal culture to species either. So culture/species and callings/class archetypes swapped places. With species replacing callings, the shadow paths are gone. At least for the moment. At first I tried to keep the TOR callings appellations for archetypes, but that didn't stick. Still, we can see some remnants of that (commander was the captain, drifter was the messenger etc.). So class archetypes are now Commander, Drifter, Heavy, Technician, Scoundrel, and Force-User (I may yield and just call it Jedi). These replaces the six heroic cultures, each with six exclusive Virtues. Again, things got swapped around and remixed, so it's hard to see direct correlations, although the Heavy still resemble the dwarves it was based on, and the Force-User is basically the High Elves. By the way, magical successes are re-fluffed as Force powers. Skills got changed a little bit to "sci-fi it up"; Hunting became Survival, Travel became Piloting, Explore became Astrogation, Enhearthen became Streetwise, but conceptually Skills remain unchanged. Combat Proficiencies however changed significantly with the shift from close-combat fighting to ranged-combat fighting. I ended up making three Combat Proficiencies following my Twilight Imperium hack; Melee and Heavy blasters (based on strength), ship gunnery and grenades (based on heart), and blasters pistols and rifles (based on Wits). The melee combat to ranged combat shift also affected Combat stances, whereas the Forward, Open, and Defensive stances now became engaged combat stances for both melee and ranged combat, and Rearward became the disengaged combat stance to open doors, heal wounded allies, and do other stuff that isn't an attack roll (with the same restrictions as in TOR as to who can go into Rearward stance). Anyhow, that's already a lot for now. More to come later... [/QUOTE]
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