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View Full Version : 40k ruleset fusion as an RPG PEACH



Forevernade
2009-09-29, 09:13 AM
I know Dark Heresy exists.
I know there are other d6 systems out there.

I'm NOT talking about either of them.

I'm talking about using the d6 system that 40k uses, which I know was created for multi-unit play, and changing wounds to HP, and earning more points to spend (like XP) on your character.
This would allow for quick combat. It would be designed for a 'Rise to Godhood' style campaign, where someone starts with a base of 3 - 3 3 3 3 1 6 - stat line, and can spend points according to the Creature Feature Creator from White Dwarf, and most other Codexes (for ability upgrades like Doctrines, Mutations and etc.)

For non-combat, you simply use the d&d d20 system, and have 4 as a 'base' skill level everyone starts at untrained. Being incompetent would result in a skill level of 0, and being trained would result in a skill level of 8. This way anyone can 'fluke' an untrained skill with a d6, and a trained person almost never fails. All other DC checks should still work...
Fort = T
Dex = I
Will = Ld

You can carry over the KO (negative hitpoints) from d20, the magic system (leveled spells from all core books, in the form of 'abilities'), and convert the rest...
e.g.
5 ft = Inches movement = squares

AC 10 = - Sv or unarmoured
AC 12 = 6+ or leather
AC 14 = 5+ or studded
AC 16 = 4+ or chain
AC 18 = 3+ or plate mail
AC 20 = 2+ etc
Sheilds AC is only activated if they trade an attack for the Sv Bonus

eg
Plate and Tower shield with 2 attacks, becomes 1 attack
AC18 +4 = Sv 1, therefore to get through the armour they must use phase, or a flavour ability or a +1 weapon to make it a Sv 2 roll or better.

Weapons of +x add x to the opposing Sv, e.g. Long Sword +3 adds 3 to cutting through plate, to make a 6+ save.
Weapon type becomes generic.

Small weapon +1 opposing Sv, +1A (dagger, morning stars, darts)
Medium weapon no change (long sword/short sword/axe)
Large weapon -1 opposing Sv, -1A (very heavy large claymore, huge sledgehammer)

Instant kill still exists (2x S vs T)

I like the idea of 'hoard slaughtering' combat, where you have heaps of attacks, swathing through the enemy lines with your one character rolling heaps of d6s. You can recreate such characters as Hercules, Archilles etc. Or you can make a werewolf/troll with 'we will be back'. A wizard is still viable, because learning spells costs points for each spell.

Simple?

I am not saying this is original, I am just seeing if it makes sense, and I think it would make playing with new players much easier. You can master 40k in a day, you can learn d&d to a degree in three.

Forevernade
2009-09-29, 09:14 AM
Reserved for if I actually type up a rule set. (published point-buy system, spells costs etc)

Forevernade
2009-10-01, 01:09 AM
Bump. No one wants to input?

Tyndmyr
2009-10-01, 10:10 AM
The basic rulesets you are looking for is Mordheim and Necromunda. They are for fantasy and 40k respectively.

They are based around small team combat(figure 5-12 guys a team), and have a great deal of detail compared to the main rulesets. They may not be perfect for each player controlling a single model, but they will give you 90-95% of what you need.

Even better, the rulesets are available from GW as free, legal downloads.

lesser_minion
2009-10-01, 11:04 AM
Mordheim and Necromunda both provide a decent starting point, but both have some flaws (GW don't spend as much time or effort on their specialist games range as would be ideal).

In any event, I'd suggest making the following changes:

Playing around with the 'To wound' chart. Using Necromunda or LotR style melee, and Necromunda's pinning rules Coming up with a completely new injury table Armour would probably need work. Working it into both Toughness and the injury table would probably be the simplest solution.

Tyndmyr
2009-10-01, 12:58 PM
There's a few things that suffer balance issues, yes. In particular, scaven(mordheim) and Redemptionists(necro) are particularily strong, since they negate usual limits on gang sizes.

Oddly enough, this should be less problematic in a RPG using the similar rulesets, since players will likely not be given the ability to buy endless minions.

Tyndmyr
2009-10-01, 12:59 PM
On a side note, I would love to participate in making a necromunda based RPG.

I wouldn't mind hosting a site for it, either.

Forevernade
2009-10-02, 09:14 AM
Cool, if you host a site, we can start constructing a ruleset. I would be happy to type up a formal set of texts.

Tyndmyr
2009-10-06, 04:20 PM
Site is up here (http://travislerol.com/forum/), register and enjoy.

It's strictly forum style atm, but if a wiki, file management, or anything else is required, I can pop that up as well.