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  1. #11
    Senior Member Jaleela's Avatar
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    My game is a combination of Palladium and 2E. We converted the war cards over to 15mm stands and terrain pieces. (Just can't get into the whole "cards" thing.) We try not to let the game mechanics decide too much of the players' results and get in the way of having fun.
    d'estre bons et leaulx amis et vrais ensemble et de servir l'un 'autre envers et contre tous

  2. #12
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    Quote Originally Posted by hirumatogeru View Post
    I've read the FATE rules over, and it could be a good fit assuming the mostly narrative game.

    I've been doing a conversion to Warhammer Fantasy 2nd Edition for Birthright myself. I like that system because of the realistic power-levels of the characters and the fact that it doesn't rely on magic items. Plus, I've figured out a quick way to convert the Birthright War Cards into Warhammer Fantasy Battle units that works quite well. I don't actually own any miniatures for this, but I was gonna use the MapTools software as my tabletop with a hex grid and tokens.
    Yeah, FATE is for a more narrative game, if you want detailed rules for trade, battles and so on, FATE will probably feel a little short.

    The WF 2e conversion sounds great, specially the battles part, can you expand a little on that?

  3. #13
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    I'm making the switch to FATE. It has a number of things going for it like less crunch and unit/army rules and organization rules to make kingdoms out of. Battles will work just fine as it has it's own mass battle rules in Legends of Anglerre. The trade stuff is very iffy mainly because all gold is put into a thematic skill called resources. There's a conversion I'll be using for actual gold bars. At the character level the resources skill works fine, but at the kingdom level you really need gold bars to have any real ledger and kingdom cost/revenue system. What's really fun though is the players can make their own miltary units.

    Here are some example units using my creation/fate creation rules:
    Good Units (3 aspects, 1 stunt, 8 skill points, 1 consequences,1 Fate)
    Great Units (4 aspects, 2 stunts 10 skills points, 2 consequence, 2 Fate)
    Superb Units (5 Aspects, 3 stunts, 15 skill points, 3 consequences, 3 Fate)
    Veteran Units (gain 2 aspects, or 4 skill points, or 1 stunt, or increase Fate by 1 after each battle)
    Unit Muster Cost: 2 GB for a good unit, 4 for a great, 6 for a superb.
    Unit Maintenance: 1 GB for good, 2 for great, 3 for superb. ½ maintenance costs if the unit is quartered in a barracks.


    Tournen Knights
    Skills:
    4 Charge
    3 Melee Combat , Resolve
    1 Athletics Alertness Endurance
    Physical Stress O O O O O O
    Composure O O O O O O O
    Consequences : 2
    Stunts:
    Heroic Charge (+2 when charging).
    Armor: Heavy (-2 to damage),
    Weapons: Lance (weapon 4), Longswords (Weapon 3)
    Aspects: Heavily Armored, Lads For Glory and Honor
    Unit Muster Cost 4 GB, Unit Maintenance 2 GB

    Tournen Archers x2
    Skills:

    3 Ranged Combat, Alertness
    1 Athletics
    Physical Stress O O O O O
    Composure O O O O O
    Consequences: 1
    Weapons: Bows (weapon 2 range 2),
    Aspects: Sharpshooters
    Unit Muster Cost 2 GB, Unit Maintenance 1 GB

    Tournen Pikeman
    Skills:

    3 Melee Combat
    2 Athletics, Endurance
    1 Alertness
    Physical Stress O O O O O O
    Composure O O O O O
    Consequences: 1
    Weapons: Pikes (weapon 4)
    Aspects: Defensive Specialists
    Unit Muster Cost 2 GB, Unit Maintenance 1 GB
    Last edited by Sinister; 04-09-2011 at 05:56 PM.

  4. #14
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    Sample Character:

    Tieghan Stalban:
    Warrior Priest of Haylen and the Northern Imperial Temple

    Stunts:
    Bounce Back
    Scary
    Flawless Parry
    Inner Strength
    Battle Caster (Life)

    Skills:
    Superb 5 – Religion
    Great 4 – Life / Melee Weapon
    Good 3 – Administrate / Ranged Weapon / Endurance
    Fair 2 – Resolve / Athletics/ War Craft / Intimidation
    Average 1- Investigation / Academics / Ride / Resources / Might

    Physical Stress O O O O O O O
    Composure O O O O O O

    Consequences
    Minor 2
    Major 4
    Severe 6
    Extreme 8

    Armor Half Plate
    -1 Damage

    Consquences:
    1 Minor
    1 Major

    Equipment:
    Anuirean Heavy Crossbow – Range: 1, weapon: 3, slow reload, armor piercing
    Longsword – Weapon: 3

    Bloodline: 20 Andurais
    Courage – Minor- Fear does not affect Tieghan
    Battlewise – Major- Tieghan gains +2 to Warcraft Checks
    Divine Aura – Great- Tieghan can inspire fear among enemies within 100 feet once per day getting a +2 to her intimidation roll vs. target’s resolve.
    Last edited by Sinister; 04-09-2011 at 06:02 PM.

  5. #15
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    Nice work on the units and character, I really like them

    I have been playing a little more with LoA, and I have started reading Strands of Fate (another FATE version), I'm doubting between the two of them, I'll have to give the Powers part of SoF another serious read to think which works better (I think it's easier to model D&D spellcasters with LoA, but LoA rules for magic are a little clunky in some parts).

  6. #16
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    LOA can be clunky in places but no where near as ackward as the Dresden Files magic system. Dresden is FATE but very hard to wrap your mind around. Typically LOA is magic vs. defense (for offensive spell) so it works like melee or ranged combat. The clunky part is in the non offensive spells. Dresden on the other hand is entirely clunky.

  7. #17
    Quote Originally Posted by Vicente View Post
    The WF 2e conversion sounds great, specially the battles part, can you expand a little on that?
    Sure. Essentially what you need is the Warhammer Ancient Battles and Warhammer Fantasy Battles books.

    Then, you just take the war cards from Birthright and figure out their GB cost to muster. For example, Anuirean Infantry is 2 GB to muster. Then what I did, is simply use the GB as points in Warhammer models. So 2 GB would equal 200 points of models in my game (you can modify this ratio if you like). The models should be a close match to the troops represented on the war card. So with the Anuirean Infantry example, you'd probably choose something like some Crusaders infantry or Brettonian men-at-arms depending on which books you have.

    Then, you just convert your Warhammer PC or lieutenant into Warhammer Battle rules and you've got your general!

    Now its true that 200 points of models isn't actually 200 troops, but dragging around 40 models or so of infantry is still a really good representation of a war card unit IMO.

    The Warhammer Ancient Battles book should be used for almost all troop types except for Elves, Dwarves, Orogs, etc. That's what the Warhammer Fantasy Battles book is for (they use the same stats for models). You'll also find battle magic in the Fantasy Battles book too, but there are way more appropriate siege engines in the Ancient Battles book.

    Enjoy!

  8. #18
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    Thanks for both answers hirumatogeru and Sinister

  9. #19
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    I'm really enjoying my FATE game. The players are 3 sessions in the campaign, combat goes fairly quick and the aspect system has really fleshed out their characters. I made a stunt for casting battle magic and a stunt for casting realm magic and added the warcraft and administrate skills. Beyond those changes and a simple domain turn restructuring it has been going great.

  10. #20
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    This post was generated by the Birthright.net message forum.
    You can view the entire thread at:
    http://www.birthright.net/forums/showthread.php?goto=newpost&t=5486

    Sinister wrote:
    I`m really enjoying my FATE game. The players are 3 sessions in the campaign, combat goes fairly quick and the aspect system has really fleshed out their characters. I made a stunt for casting battle magic and a stunt for casting realm magic and added the warcraft and administrate skills. Beyond those changes and a simple domain turn restructuring it has been going great.

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