Ptolus Pathfinder Conversion and Ptolus Dungeon World: Difference between pages

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''This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''Pathfinder'' system. As these systems are extremely similar, we didn't need to do much.''
This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''Dungeon World'' system. It is colored by having done this to support an existing campaign, switching to ''Dungeon World'' after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas ''Dungeon World'' is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. ''Ptolus'' is a bit more high energy and optimistic than the default of ''Dungeon World''. Still, ''Dungeon World'' works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.


== Sources ==
== Characters ==


Many had walked this ground before us, so we made liberal use of changes posted to forums and so on. This was usually tweaked a bit.
We opted to use the alternative character creation system spelled out in ''Class Warfare'', as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in ''Dungeon World'' were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to ''Dungeon World'''s 10-level system by cutting their 3.5 levels in half.


* "Hydromaster113"'s conversions of [http://paizo.com/threads/rzs2jytm?Ptolus-elves-plus-racial-feats#1 elves] and [http://paizo.com/threads/rzs2jytr?Ptoluss-Dwarves-Plus-Racial-Feats#1 dwarves] and [http://paizo.com/threads/rzs2jxqx?Natural-weapon-feats-Ptolus-races-without-ELs#1 others] formed the basis of our race conversions.
Some characters required custom moves or even custom specialties (in ''Class Warfare'' terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.
* We made a pass at using ''Pathfinder's'' [http://www.d20pfsrd.com/gamemastering/arg-creating-new-races race creation system].


== Races ==
== Special Moves ==


The biggest change for races is that ''Pathfinder'' doesn't use level adjustments for playable races, but later came up with a "racial point" system. Note that features with the same name as existing racial features can be still be substituted with alternate class features that would normally be able to do so.
The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.


=== Aram ===
''some setting wide, generic moves''


'''RP''': ? (Advanced)
== Faction Moves ==
* '''Ability Score Racial Traits''' ''3 RP'': keep strength the same, but give some other horse-like srength ability.


While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be ''Dungeon World'', which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from ''Monsterhearts'') strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to ''Dungeon World'''s strengths? We went with adding "faction moves" to the game.


* '''Size''' ''7 RP'': Assarai are Large creatures and gain a +2 size bonus to Strength and +1 bonus on combat maneuver checks and to their CMD. They and take a –2 size penalty to Dexterity, a –1 size penalty to their AC, a –1 size penalty on attack rolls and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
You you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a '''faction move''' reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues, such as this one:
* '''Type''' ''3 RP'': Aram are Monstrous Humanoids.
* '''Base Speed''' ''2 RP'': Aram have a base speed of 50 feet.


* '''Language Quality''' ''0 RP'': Assarai begin play speaking Common. Assarai with high Intelligence scores can choose from the following: Aquan, Draconic, Goblin, Gnoll, Orcish, Undercommon.
=== Delver's Guildsman ===
Defense Racial Traits
* '''Natural Armor''' ''4 RP'': Assarai gain a +3 natural armor bonus to their Armor Class.
* '''Survivor''' ''2 RP'': Assarai who are reduced to fewer than 0 hit points but is not killed become nauseated instead of unconscious.
Feat and Skill Racial Traits
* '''Athletic''' ''2 RP'': Assarai gain a +2 racial bonus on Acrobatics checks.
* '''Scavenger''' ''2 RP'': Assarai gain a +4 bonus on Fortitude saves against disease, including magical diseases. When finding food, or shelter for themselves or other members of their race, Assarai make two survival checks, keeping the highest result.
Movement Racial Traits
* '''Assarai Swimmer''' ''3 RP'': Assarai have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They may also hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Offense Racial Traits
* '''Claws''' ''2 RP'': Members of this race receive two claw attacks. These are primary natural attacks dealing 1d4 damage each.
Senses Racial Traits
* '''Darkvision''' ''0 RP'': Being monstrous humanoids, aram can see in the dark up to 60 feet.


When '''you research an expedition under the city in the Delver's Guild maproom''', roll+INT. '''On a 10+''', hold 3. '''On a 7-9''', hold 2, but other guildsmen get wind of your expedition. '''On a miss''', hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:
* Take +1 to spout lore, discern realities or undertake a perilous journey.
* Recognise a landmark when lost.
* Find a guild waystation.


Abilities: +8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.
== Ptolus ==
Size: Large size grants –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, and lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/5 feet.
Speed: A centaur’s base land speed is 50 feet. Special Abilities: Darkvision out to 60 feet. Racial Hit Dice: A centaur begins with four
levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Intelli- gence modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
Racial Feats: A centaur’s monstrous humanoid levels give it two feats.
Armor: +3 natural armor bonus.
Languages: Automatic—Aram and Common. Bonus—Elvish, Gnomish, Halfling, and Sylvan.
Favored Class: Ranger. Level Adjustment: +2.


=== Assarai ===
''rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)''


'''RP''': 17 (Advanced)
Like all settlements in ''Dungeon World'', Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:
* '''Ability Score Racial Traits''' ''1 RP'': Assarai are built to endure harsh conditions, but have a reptilian brain. They gain +2 Strength, +2 Constitution and -2 Intelligence.
* '''Size''' ''0 RP'': Assarai are Medium creatures and thus receive no bonuses or penalties due to their size.
* '''Type''' ''0 RP'': Assarai are Humanoids with the reptilian subtype.
* '''Base Speed''' ''0 RP'': Assarai have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Assarai begin play speaking Common. Assarai with high Intelligence scores can choose from the following: Aquan, Draconic, Goblin, Gnoll, Orcish, Undercommon.
Defense Racial Traits
* '''Natural Armor''' ''4 RP'': Assarai gain a +3 natural armor bonus to their Armor Class.
* '''Survivor''' ''2 RP'': Assarai who are reduced to fewer than 0 hit points but is not killed become nauseated instead of unconscious.
Feat and Skill Racial Traits
* '''Athletic''' ''2 RP'': Assarai gain a +2 racial bonus on Acrobatics checks.
* '''Scavenger''' ''2 RP'': Assarai gain a +4 bonus on Fortitude saves against disease, including magical diseases. When finding food, or shelter for themselves or other members of their race, Assarai make two survival checks, keeping the highest result.
Movement Racial Traits
* '''Assarai Swimmer''' ''3 RP'': Assarai have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They may also hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Offense Racial Traits
* '''Claws''' ''2 RP'': Members of this race receive two claw attacks. These are primary natural attacks dealing 1d4 damage each.
Senses Racial Traits
* '''Low-light vision''' ''1 RP'': Harrow elves can see twice as far as humans in conditions of dim light.


=== Elf, Cherubim ===
''when you worship at the...''


'''RP''': 15 (Advanced)
''when you enter the Necropolis at night...''
* '''Ability Score Racial Traits''' ''0 RP'': While graceful, cherubim elves are very frail. They gain +4 Dexterity and –4 Constitution.
* '''Size''' ''0 RP'': Cherubim elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* '''Type''' ''0 RP'': Cherubim elves are Humanoids with the elf subtype.
* '''Base Speed''' ''0 RP'': Cherubim elves have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Cherubim elves begin play speaking Common and Elven. Cherubim elves with high Intelligence scores can choose from the following: Auran, Celestial, Draconic, Elder Elven, Gnome, Halfling.
Defense Racial Traits
* '''Lesser Spell Resistance''' ''2 RP'': Cherubim elves gain spell resistance equal to 6 + their character level.
Feat and Skill Racial Traits
* '''Keen Senses''' ''2 RP'': Cherubim elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
* '''Dreamspeaker''' ''2 RP'': Cherubim elves gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the user's character level) once per day: ''[[pfsrd-spell:d/dream|dream]]''.
Movement Racial Traits
* '''Flight''' ''8 RP'': Cherubim elves have a base speed of 30 feet. They can also fly with a speed of 50 feet and average maneuverability.
Senses Racial Traits
* '''Low-light vision''' ''1 RP'': Harrow elves can see twice as far as humans in conditions of dim light.


=== Elf, Harrow ===
''when you use the observatory...''


'''RP''': 10 (Standard)
and so on.
* '''Ability Score Racial Traits''' ''-2 RP'': Though nimble, harrow elves typically bear horrible birthmarks, scars, and various deformities. They gain +2 Dexterity, –2 Constitution, and -2 Charisma.
* '''Size''' ''0 RP'': Harrow elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* '''Type''' ''0 RP'': Harrow elves are Humanoids with the elf subtype.
* '''Base Speed''' ''0 RP'': Harrow elves have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Harrow elves begin play speaking Common and Elven. Harrow elves with high Intelligence scores can choose from the following: Abyssal, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon.
Defense Racial Traits
* '''Harrowdream''' ''1 RP'': Harrow elves cannot naturally sleep, even if they want to, and are immune to magic sleep effects. If forced unconscious, become Shaken for one minute upon awaking.
Feat and Skill Racial Traits
* '''Scarred''' ''2 RP'': Harrow elves receive a +2 racial bonus on Intimidate checks.
* '''Harrow Lore''' ''4 RP'': Harrow elves receive a +2 racial bonus to Craft (alchemy) and Use Magic Device checks.
Magical Racial Traits
* '''Harrow Magic''' ''4 BP'': Harrow elves with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level, DCs are Charisma-based) once per day: ''[[pfsrd-spell:d/detect-magic|detect magic]]'', ''[[pfsrd-spell:g/ghost-sound|ghost sound]]'', ''[[pfsrd-spell:m/mage-hand|mage hand]]'', ''[[pfsrd-spell:p/prestidigitation|prestidigitation]]'', ''[[pfsrd-spell:b/blur|blur]]''. One who has or later gains the "cantrips" class feature adds all but the last of these spells to their known/prepared spells.
Senses Racial Traits
* '''Low-light vision''' ''1 RP'': Harrow elves can see twice as far as humans in conditions of dim light.


=== Elf, Shoal ===
== Specialties ==


'''RP''': 10 (Standard)
The following are some additional specialties for use with the ''Class Warfare'' character creation concept. Most of these exist to better match some d20 or ''Pathfinder'' concepts.
* '''Ability Score Racial Traits''' ''0 RP'': Shoal elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
* '''Size''' ''0 RP'': Shoal elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* '''Type''' ''0 RP'': Shoal elves are Humanoids with the elf subtype.
* '''Base Speed''' ''0 RP'': Shoal elves have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Elves begin play speaking Common and Elven. Shoal elves high Intelligence scores can choose from the following: Celestial, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Defense Racial Traits
* '''Elven Immunities''' ''2 RP'': Shoal elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Note, however, that a great many shoal elves replace this feature with the Dreamspeaker alternate class feature.
Feat and Skill Racial Traits
* '''Keen Senses''' ''2 RP'': Shoal elves receive a +2 racial bonus on Perception checks. Most shoal elves natives to Ptolus replace this with the Urbanite class feature.
* '''Shoal Lore''' ''2 RP'': Shoal elves receive a +1 racial bonus to Profession (sailor), Knowledge (geography) checks, and always treat Swim as a class skill.
Magical Racial Traits
* '''Shoaldream''' ''1 RP'': Shoal elves gain insight from their dreams, if they spend a few minutes contemplating them when they wake. Success on a Wisdom check (DC 15, spellcasters add half their caster level to the roll) grants the shoal elf a +4 insight bonus to the known result of a d20 roll made before the elf next sleeps. At the DM’s discretion, very good rolls may carry a more specific or lasting portent, as simple as duplicating an ''augury'' spell or as complex as a crucial clue concerning the character's destiny.
Offense Racial Traits
* '''Weapon familiarity''' ''2 RP'': Shoal elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
* '''Low-light vision''' ''1 RP'': Shoal elves can see twice as far as humans in conditions of dim light.


=== Dwarf, Grailwarden ===
=== Spontaneous Caster ===


Grailwarden dwarves are standard Pathfinder dwarves, most often using the Craftsman, Giant Hunter and Mountaineer alternate class features.
=== Heirophant ===
 
=== Dwarf, Stonelost ===
 
Stonelost dwarves are standard Pathfinder dwarves, most often using the Ancient Enmity, Lorekeeper and Stubborn alternate class features.
 
===
 
== Prestige Classes ==
 
* [[Knight of the Pale (Pathfinder)|Knight of the Pale]] - a setting specific prestige class lifted and slightly altered from ''Ptolus''.

Revision as of 20:13, 4 December 2014

This page details how we converted some of the basics from the 3.5-based Ptolus to the Dungeon World system. It is colored by having done this to support an existing campaign, switching to Dungeon World after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas Dungeon World is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. Ptolus is a bit more high energy and optimistic than the default of Dungeon World. Still, Dungeon World works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.

Characters

We opted to use the alternative character creation system spelled out in Class Warfare, as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in Dungeon World were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to Dungeon World's 10-level system by cutting their 3.5 levels in half.

Some characters required custom moves or even custom specialties (in Class Warfare terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.

Special Moves

The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.

some setting wide, generic moves

Faction Moves

While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be Dungeon World, which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from Monsterhearts) strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to Dungeon World's strengths? We went with adding "faction moves" to the game.

You you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a faction move reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues, such as this one:

Delver's Guildsman

When you research an expedition under the city in the Delver's Guild maproom, roll+INT. On a 10+, hold 3. On a 7-9, hold 2, but other guildsmen get wind of your expedition. On a miss, hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:

  • Take +1 to spout lore, discern realities or undertake a perilous journey.
  • Recognise a landmark when lost.
  • Find a guild waystation.

Ptolus

rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)

Like all settlements in Dungeon World, Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:

when you worship at the...

when you enter the Necropolis at night...

when you use the observatory...

and so on.

Specialties

The following are some additional specialties for use with the Class Warfare character creation concept. Most of these exist to better match some d20 or Pathfinder concepts.

Spontaneous Caster

Heirophant