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Due to the severe lack of Advanced careers and career path's, I decided to come up with THE FORMULA for conversion from WFRP2 to WFRP3. Since this isn't rocket science I look forwards to intense debate and overcomplication on the topic:
Characteristics Primary = match them up! (pick two from which ones look the most important)
Stance meter: pick neutral, reckless or cautious
Advances (needs to total 10):
Action (0-3), Talent (0-2) , Skill (0-4) ,Fortune (usually 1)
Stance Advance: Cons (0-1), Reck (0-1)
Wound = (0-3) (match it up)
Talent Slots: Pick two relevant slots to theme of character (Faith, Focus, order, reputation, tactic or trick). Spellcasters should have 3rd slot for faith/order.
Career Card: Main WFRP2 Talent determines the general idea for the “ability card” of the career.
SKILLS: Pick 5 from the conversion below. (spellcasters get 6..one must be channeling/invocation). If someone would do a spell conversion we'd be finished :)
WFRP2 WFRP3 SKILL CONVERSION
Academic Knowledge Education
Animal Care Animal Handling
Animal Training Animal Handling
Ballistic Skill Ballistic Skill
Blather Guile
Channelling Channeling (arcane) or Invocation (divine)
Charm Charm
Charm Animal Animal Handling
Command Leadership
Common Knowledge Folklore
Concealment Stealth
Consume Alcohol Resilience
Disguise Guile
Dodge Blow Coordination
Drive Ride
Evaluate Intuition
Follow Trail Nature Lore
Gamble Guile
Gossip Charm
Haggle Charm
Heal First Aid (or medicine if relevant)
Hypnotism Charm
Intimidate Intimidate
Lip Reading Observation
Magical Sense Magical Sights
Navigation Intuition
Outdoor Survival Nature Lore
Perception Observation
Performer Tradecraft
Pick Lock Skullduggery
Prepare Poison Medicine
Read/Write Education
Ride Ride
Row Athletics
Sail Athletics
Scale Sheer Surface Athletics
Search Observation
Secret Language Education
Secret Signs Guile
Set Trap Skullduggery
Shadowing Stealth
Silent Move Stealth
Sleight of Hand Skullduggery
Speak Language Education (illiterate unless 2nd point spent)
Swim Athletics
Torture Intimidation
Trade Tradecraft
Ventriloquism Guile
Weapon Skill Weapon Skill
Thoughts, improvements, sample conversions, etc. are welcome.
Enjoy,
Jay H
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
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ADVANCEMENT BREAKDOWN THEORY.
Action - is your career action-oriented (base 2)
Talent - is your career talented? (base 2)
Skill - higher in non-D&D careers, lower in fighters (base 2)
Fortune - "luck-dependent" careers higher (base 1)
Cons. or Reck. - (Base 2 total)
Wound - has to do with combativeness (base 1)
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
Here are a couple quick conversions I did up. Formatting is not looking good on these forums though :(
Career Type Ch Stn Sockets A T Sk F C R W Skills Career Card Entry Requirements
Monk A I, W C Fa, Fo 1 2 3 1 2 1 0 Education, Folklore, FirstAid, Animal, Linguistics Relevant (scribe, initiate, etc.)
Muleskinner B A, I N R,Fo 2 2 2 2 1 0 1 Animal, Intuition, Charm, Nature, Ballistic Orientation or seasoned traveller N/a
Navigator A I,W N F,F 2 2 2 1 1 1 1 Education, Intuition, Observation, Folklore, Trade (cartographer) Orientation Traveller or boatman
Outlaw Chief A T,F R R,T 2 2 1 1 0 2 2 Folklore, Leadership, Stealth, Ride, Guile Combat Relevant
Pistolier A A,I N R,T 2 2 1 1 1 1 2 Animal, Coordination, Observation, Ride, Discipline Combat Relevant (soldier, etc.)
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
Thank you, Emirikol!
I've been mulling over the same thing for several days now. In fact, at the point where I popped over here to read the forums, I actually have/had Strange Eons open in the background, just playing with building a card for Charcoal-Burner. Not that Charcoal-Burner is uber-awesome or anything, but I just wanted to figure out how one would go about converting a completely mundane and basic career. I pop to the forums - and voila, someone's beat me to a formula!
Here's a few things I think are worth considering:
Some skills in 3rd Ed are much more rare than others. Here's a few things I noticed while looking over 3rd Ed career sheets earlier today:
As I look over that list, I wonder if some of those oddball 2nd Ed skills might be better served as Talents or Actions in 3rd Ed. I'm talking about things like Ventriloquism, Lip Reading, Hypnotism, Prepare Poison, Torture, etc.
rb,
Here are some comparisons I did considering the specializations of each skill:
WFRP3 to WFRP2 conversions (specializations underneath)
Athletics (St) ROW/SWIM/SCALESHEER/SAIL
Climbing, Swimming, Jumping, Rowing, Running, Lifting
Ballistic Skill (Ag) BALLISTIC SKILL
Bow, Crossbow, Thrown, Blackpowder
Charm (Fel) CHARM, GOSSIP, HAGGLE,hypnotism
Etiquette, Gossip, Diplomacy, Haggling,Seduction
Coordination (Ag) DODGE BLOW
Dodge, Balance, Acrobatics, Juggling, Dance, Knots & Ropes
Discipline (WP) NONE
Resist Charm, Resist Guile, Resist Intimidation, Resist Fear, Resist Terror, Resist Torture
First Aid (Int) HEAL (ADV),
Combat Surgery, Long Term Care, Tending Critical Wounds, Tending Normal Wounds
Folklore (Int) KNOWLEDGE (COMMON)
Creature Lore, Reikland lore, Geography, Superstitions, Local customs
Guile (Fel) DISGUISE, GAMBLE, BLATHER, SECRET SIGNS, VENTRILOQUISM
Deception, Blather, Con games, Innuendo, Appear innocent
Intimidate (St) INTIMIDATE, TORTURE
Violence, Combat, Interrogation, Politics
Intuition (Int) EVALUATE
Detect lies, Estimate Sums, Evaluation, Gauge opponent
Leadership (Fel) COMMAND
Military leadership, Politician, Logistics, Spiritual Leader
Nature Lore (Int) OUTDOOR SURVIVAL, FOLLOW TRAIL(ADV)
Locate shelter, Locate food, Locate Water, Identify animal, identify plant
Observation (Int) PERCEPTION, SEARCH, LIP READING (ADV)
Eavesdropping, Tracking, Keen Vision, Minute details
Resilience (To) CONSUME ALCOHOL
Block, Recover fatigue, Resist disease, Resist poison, Resist starvation
Ride (Ag) RIDE/DRIVE
Horsemanship, Trick riding, Wagons, Mounted combat, Long distance travel
Skullduggery (Ag) PICK LOCK, SET TRAP, SLEIGHT OF HAND
Pick pockets, Pick locks, Set traps, Disable traps, Palm objects
Stealth (Ag) SILENT MOVE & CONCEALMENT, SHADOWING
Silent movement: Rural -or-Urban, Hide, Ambush
Weapon Skill (St) WEAPON SKILL
Hand Weapons, Great Weapons, Polearms, Parry, Parry w/ great weapon, etc.
NONE 2E
SECRET LANGUAGE
Advanced Skills
Animal Handling (Fel) ANIMAL CARE (WAS BASIC, ANIMAL HANDLING, CHARM ANIMAL
Command, Train, Sense Disposition, Calm Animal
Channeling (WP) CHANNELING (ARCANE)
Below Capacity, Overchanneling, Conservative, Reckless, others
Education (Int) COMMON KNOWLEDGE, /READ/WRITE, SPEAK LANGUAGE (ILLITERATE), SECRET LANGUAGE
History, Geography, Reason, Language skills, Philosophy
Invocation (Fel) CHANNELING (DIVINE)
Per diety, Tradition, Rituals, Tenets
Magical Sights (Int) MAGICAL SENSE
Observe specific Wind, Identify spell, Locate aura, dark magic, gauge strength
Medicine (Int) PREPARE POISON, HEAL (ADV)
Critical wounds, Poison, Disease, Long term care, surgery
Piety (WP) ACADEMIC KNOWLEDGE (DIVINE)
Below capacity, Conservative, Reckless, Urgent need
Spellcraft (Int) ACADEMIC KNOWLEDGE (ARCANE)
History of Magic, Colleges, Rank 1-5 spells
Tradecraft (Varies) NAVIGATION, PERFORMER, TRADE
Smithing, Carpentry, Jewelry making, brewing, Engineering, Performance
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
Emirikol said:
rb,
Here are some comparisons I did considering the specializations of each skill:
Your comparisons are astute, and helpful to see. Saved me some work, there, so thanks again.
The only problem with an A=B direct conversion is that certain skills that are vital in 3rd Ed have no good analog in 2nd Ed. As I mentioned, there's not much that converts to 3rd Ed's Discipline and Intuition, but they're pretty vital skills for resisting Social Actions and even some magic (Curse, Bewilder, etc). So the direct conversion is a great starting point, but some of the missing skills will need to be inserted into various careers, or else the actions they resist against will be extra potent at the higher tiers of play. Shouldn't be too hard to shoe-horn those in, though.
To help with the balancing new Career Abilities as we convert or create new careers, here's a list of all the Career abilities from the existing 3rd Ed Basic Careers:
As you can see, the single most common ability is an extra Expertise die to a particular type of roll, once per session. So, when in doubt, that's probably the way to go, at least for new Basic Careers. The next most common effect is to add a Fortune die to all rolls of a relatively narrow subset of a particular skill, similar to a specialty.
After those two categories, the rest of the abilities are pretty much all over the board, and harder to make generalizations about.
_ _ _ _ _ _ _ _ _ _
The abilities of the 5 existing Advanced / Intermediate Careers are:
The first and last ones on that list are definitely higher-power than anything on the Basic list, but the others are at most a small step up.
Good work.
Yea, Disclpline and Intuition are probably relevant to any career that isn't overmaxed already with WFRP2 skills & talents. I actually did a breakdown of the "basic power" of the WFRP2 careers. I'll see if I can still find it.
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
Emirikol said:
Advances (needs to total 10):
Action (0-3), Talent (0-2) , Skill (0-4) ,Fortune (usually 1)
Stance Advance: Cons (0-1), Reck (0-1)
Wound = (0-3) (match it up)
...
ADVANCEMENT BREAKDOWN THEORY.
Action - is your career action-oriented (base 2)
Talent - is your career talented? (base 2)
Skill - higher in non-D&D careers, lower in fighters (base 2)
Fortune - "luck-dependent" careers higher (base 1)
Cons. or Reck. - (Base 2 total)
Wound - has to do with combativeness (base 1)
I made a spreadsheet and took a stab at analyzing and refining those numbers further. Don't know if any of this will actually be useful to anyone else, but here goes anyway...
I also noticed that all the existing careers have between 2 and 5 items total from the top row (Actions and Talents), and between 2 and 5 items total from the second row (Skills and Fortune) of the advances box. You can't have more than half your advances in a single row, (or at least none of the existing classes do). So there aren't any careers that have, for example, 3 Actions and 3 Talents, nor do any careers skip (have a 0 in) any one of those four things.
Every existing career has from 1 to 3 stance advances total, so if they have a zero in one stance, they'll have at least 1 in the other stance. The commoner is the only career that has 3 stance pieces. 32 out of 40 careers have exactly 2 stance pieces.
And, of course, as you mention, every single career's advances total out to exactly 10.
Let's see if I can make that easier to read:
____
Total in this section: 2 to 5
____
Total in this section: 2 to 5
_____
Total in this section: 1 to 3
_____
Couldn't Gossip convert over to either Charm OR Guile depending on the information/circumstances of the check?
I see that Charm has a specialization for Gossip (which makes it pretty apparent), but wouldn't there be instances where Guile works well/better? When the exchange isn't as 'friendly' when you're gathering information/being careful with how you seek it?
Without Signature
Bumping this thread since I'm working on a conversation of the Career Compendium to 3E and seeing who might be interested in helping out.
Right now, I'm strictly focusing on the main career card, as I think the career talent part will be the easiest to come up with.
If you're interested in helping (or already have something to start with), me a line.
"You can't fight evil with a macaroni duck!"
"I'll be the judge of that!"
- The Tick and Arthur
Sorry for the hijack, but I am desperate. Is there a quick formula to convert NPC and enemies from 1st and 2nd edition published adventures to 3rd?
We really could use an NPC compendium with 0, 5, 10 and 15 advances. I've just been using some of the NPC's from various sources. The "experts" in the GM's guide are ok in a pinch, but mostly not all that great.
jh
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
I used to think that the white die next to the experts characteristics implied a 'training' in all skills governed by that characteristic, but then i remembered Player Characters can spent an advance for white dice in characteristics, so obviously this is the case with NPCs as well, and not 'training' effort
RESURRECTING THIS THREAD FROM 2010 - IT IS NOW 2012
I'm working on a "Reasonably Sane Conversion Document between 2e-3e" for LIBER FANATICA 10 (because we have BIG plans). Any new feedback is welcome. General, rough thoughts on the matter are listed below and fairly incomplete at this time:
I'm putting together a side by side conversion for things that "actually" matter and am taking into consideration that an absolutely accurate conversion is not necessary, and that simple guidelines will be most helpful.
For the most part, monsters convert straight up, as do NPC's and characters (skills just need to match up). Some elements are nonexistent between editions: party sheets, nemesis sheets, fate points, #attacks, henchmen, magic points, insanity points, etc.
Recently Ceodryn had a conversion list for checks, but I'm leaning more towards a tighter list that is simply 'more simple'.
Very Easy (+30%) -> Simple (0d)
Easy (+20% -> Easy (1d)
Routine (+10%) -> Easy (1d)
Average (0%) -> Average (2d)
Challenging (-10%) ->Hard (3d)
Hard (-20%) -> Hard (3d)
Very Hard (-30%) -> Daunting (4d)
I think we can all agree that monetary conversions were deliberately sabotaged by FFG to reduce the ability for conversion (just kidding..I think ;0….), and that really doesn't matter, but it may be useful to have an idea what "rewards" a GM could give for scenarios. I usually propose the value be whatever an average mercenary would make in a week: 2e: 35-80s ====== 3e: 250s (there is no range given in 3e)
Additional Consideration between the two systems are thus:
2e: it took roughly twice or three times as many rounds to complete general combats at lower advances than it does in 3e. That's perfectly ok. We don't need to get a perfect match between systems. We just need "close" so a GM can use his brain to still make it useful.
3e: fatigue and stress aren't in 2e. That's ok. Any 3e effect that may cause stress/fatigue should simply be moved towards using up an insanity point (one or zero) (stress) or ???? conversion of some other skill penalty for a physical (fatigue). I'm not sure there are any of these kinds of things to convert, but it bears consideration.
3e: has special actions. There is no conversion necessary for 2e, or it could simply be a +5 bonus to a skill (weapon skill or whatever).
2e, 3e: Some stuff just doesn't need to be converted. FFG didn't have some mathamatician come in and evaluate how they changed the game. Thankfully, they mostly just "did it." Consideration of that will help keep us sane.
This is just some rough thoughts so far. If any of you would care to share your experiences in conversion, they would be most welcome.
ROUGH DRAFT
Jay’s Guide to Conversion
Keep It Simple Stupid – This doesn’t have to be, nor is it possible to have a perfect conversion. Use bestiary/creature guide entries as much as possible for monsters and NPCs. For NPCs, also reference the Liber Fanatica Pre-Generated characters whenever possible. When converting a scenario, use the closest skill check equivalent with the closest difficulty equivalent.
SKILL CONVERSION CHART (NEED THIS IN EXCEL SO YOU CAN SORT EACH ONE ..DO THIS LIST TWICE, ONCE WITH EACH IN ALPHABETIC ORDER)
WFRP2 WFRP3
Academic Knowledge Education (advanced)
Animal Care Animal Handling
Animal Training Animal Handling
Ballistic Skill Ballistic Skill
Blather Guile
Channeling Channeling (arcane) or Invocation (divine)
Charm Charm
Charm Animal Animal Handling
Command Leadership
Common Knowledge Folklore
Concealment Stealth
Consume Alcohol Resilience
Disguise Guile
Dodge Blow Coordination
Drive Ride
Evaluate Intuition
Follow Trail Nature Lore
Gamble Guile
Gossip Charm
Haggle Charm
Heal First Aid, medicine (if relevant)
Hypnotism Charm
Intimidate Intimidate
Lip Reading Observation
Magical Sense Magical Sights
Navigation Intuition
Outdoor Survival Nature Lore
Perception Observation
Performer Tradecraft
Pick Lock Skullduggery
Prepare Poison Medicine
Read/Write Education
Ride Ride
Row Athletics
Sail Athletics or Ride???
Scale Sheer Surface Athletics
Search Observation
Secret Language Education
Secret Signs Guile
Set Trap Skullduggery
Shadowing Stealth
Silent Move Stealth
Sleight of Hand Skullduggery
Speak Language Education (illiterate unless 2nd point spent)
Swim Athletics
Torture Intimidation
Trade Tradecraft
Ventriloquism Guile
Weapon Skill Weapon Skill
..
OTHER EQUIVALENT CONVERSIONS
Characteristics: straight bonus conversion (50% str = 5 blue dice)
WS/BS = skill == if there is a bonus to this from advancement or career it translates as follows:
+5 or 10% = TRAINED yellow
+15 = Trained plus specialization
+20 = 2nd specialization or 2nd training (depending on career advances)
WFRP2 WFRP3 Equivalent
Movement n/a
Magic points n/a
Attacks n/a (or multi attack actions if appropriate such as rapid fire and double strike)
Fate Points n/a
Insanity Points Each 6 equals a temporary insanity or stress
Disorders Insanities (permanent)
n/a (talents?) ACTION CARDS
Talents Talents
Wounds Use actual WFRP3 rules for wounds
Skills Taken = Yellow
+10 = Spec
+15 =spec
+20 =Spec or fortune die to characteristic, or talent, or action
Etc.
Difficulty p.89 P.50 phb (see my chart)
Very Easy (+30%) Simple (0d)
Easy (+20% Easy (1d)
Routine (+10%) Easy (1d)
Average (0%) Average (2d)
Challenging (-10%) Hard (3d)
Hard (-20%) Hard (3d)
Very Hard (-30%) Daunting (4d)
Skills: Go with chart on left
Money Money (use mercenary income per week)
Items Go straight up with equivalent. Money is irrelevant.
Magic items Bonus white dice instead, also see item quality (black or white)
Weapons Straight up
Armor Suit Only
Drunk rules p.115 See WFRP3 intoxication rules
Poisons N/A – WILL HEED HOUSE RULES
Disease As close as possible
Spells Go as close as possible
Combat Mods’p131 Combat mods in wfrp3 (page #)
Witch Sight Magic Sight
Trappings Convert straight up
Bestiary p.227 CONVERT STRAIGHT UP
NPCs from Bestiary CONVERT STRAIGHT UP (combatants will need conversion or use pre-gens in Liber Fanatica…NEED ADVANCED CAREERS FOR BASIS AND PAGE NUMBERS)
CAREERS Convert as close as possible (just change name of career and use closest equivalent if necessary)
NO CONVERSION NECESSARY
n/a Stance
n/a Fatigue
n/a Stress
Fate Points n/a
Insanity Points n/a
Movement n/a
Strength bonus n/a (determines blue dice)
Toughness bonus n/a (determines blue dice)
Armour Points n/a (suit only)
n/a Shame Rules for Social Actions
Rewards per scenario (per month) – Based on Mercenary Pay
35-80s/month 75s-250s/month
jh
http://www.hafnerchiropractic.com gamer chiropractor at 305 s. kipling st., suite c-2 Lakewood, CO 80226 pain neck back disc sciatica wfrp3 House Rulebook
The post is quite long, so I will give my comments split in small pieces.
Converting 2e to 3e is going to be a titanic effort, but this does not mean it cannot be done.
Emirikol said:
Recently Ceodryn had a conversion list for checks, but I'm leaning more towards a tighter list that is simply 'more simple'.
Very Easy (+30%) -> Simple (0d)
Easy (+20% -> Easy (1d)
Routine (+10%) -> Easy (1d)
Average (0%) -> Average (2d)
Challenging (-10%) ->Hard (3d)
Hard (-20%) -> Hard (3d)
Very Hard (-30%) -> Daunting (4d)
The problem here is that the proficiency level of PCs is not at the same level between the two editions (also the philosophy of the two games is just way too different), therefore translating difficulties is not straight forward. For a PC of the 2nd edition, to succeed in a Very Hard test was nearly impossible at the beginning, since most PC start with skills around 30% in their expertise fields, and around 15% outside their expertise field. Therefore, the possibility to succeed a Very Hard test is 0% (I don't remember if there was a rule where 01 or 01-05 was always a success). On the other hand an starting character in the 3r edition, at the very beginning of his life, will have probabilities at succeeding a Daunting check (4d) between 25 and 34% in their fields of expertise, this is a huge difference. Even for Heroic (5d) checks, 3d edition starting characters have chances of succeeding between 16 and 23%.
This arises because of the different philosophies between the two games. In terms of mathematics, a more correct way of converting editions will be to start as "Very Easy (+30%) -> Easy (1d)" and add a challenge die for every step of difficulty, so "Very Hard (-30%) -> XXXXX (7d)". In this way, starting characters will have similar success ratios at low difficulty tasks, and a very proficient character in the 3rd edition will have around 46% of succeeding a 7d check, very close to a very proficient 2nd edition character which would have something around 50% probabilities at succeeding a "Very Hard" check.
The Book of the Asur: a High Elves fan supplement for WFRP 3rd ed.
Secrets of the Anvil: a Runecrafting fan supplement for WFRP 3rd ed.
Libro Monstra: A fan made creature guide
Denizens of the Old World: A fan made resurce of NPCs
The Dark Side: a fan supplement for Witches, Warlocks & Magisters in WFRP 3rd ed.
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