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| Verelor10-02-05, 09:42 PM | In terms of the electronic gaming portion of my life, Guild Wars is one of the best games that has ever happened to me, and continues to be. First released in the Spring of 2005, this marvelous example of a massively online rpg holds it's own against competition like WoW and EQII at no monthly fee. As an effort to merge my two gaming loves, GW and Dungeons & Dragons, I present to you Guild Wars d20, a service to the community. This is a work that will continue to improve and expand along the lines of your own feedback. Without further boring introduction, I present to you the Dungeons & Dragons to Tyria conversion guide: GUILD WARS d20 http://www.guildwars.com/images/wallpaper/guildwars_wallpaper_highres-ranger-page.jpg http://www.guilds.ph/images/map_tyria.jpg A Map of Tyria Class Conversions http://www.rdinn.com/images/necromancer.jpg A high-level Ascalonian necromancer casting a curse I sincerely apologize to those people that do not have access to some of these classes. I unfortunately cannot post them here, because it is a violation under the d20 OGL. Warrior: Fighter Ranger: Ranger Monk: Cloistered Cleric-Can be found here. (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVarian tCloisteredCleric) Elementalist: Shegunja (All spells are divine, not arcane. Remove domains. Add wizard progression for bonus feats) Mesmer: Wizard (Chosen school Illusion, neglected schools Evocation and one other) Necromancer: Necromancer (http://www.d20srd.org/srd/variant/classes/specialistWizardVariants.htm#necromancer Variants) (Unearthed Arcana) Ritualist: Spirit Shaman from Complete Divine Assassin: Ninja from Complete Adventurer The class combination system: When a character finally chooses the secondary class that they feel is correct for him/her (DM should probably house rule player that must find a trainer of at least mid-level in the class first), the two classes become Gestalted, or in lay terms, combined into a far more powerful single class. Because of the theoretical double power of a gestalt class, there is almost no reason to bypass the chance of selecting a secondary class. To retain the unique flavour and style of Guild Wars, there probably should be no prestige classes, and definitely no other multiclassing. For complete rules on the Unearthed Arcana Gestalt system, see here (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm) A few class-combination archetypes: Barbarian: W/R with no archery focus Spellsword: W/E Magiblade: E/W Minion Master: N/Me Paladin: W/Mo Pyromaniac: E/N that specializes in fire spells Trickster: Me/R Death Knight: W/Ne Core Races of Tyria http://www.rpgstars.com/screenshots/mini/warriorvscharr.jpg A warrior human battles a group of charr marauders Well, as for the races of the fascinating world of Tyria, I can't say it isn't slim pickings. After all, in the PC game you only had the option to play humans (take my word for it that this did nothing to worsen the game). Dwarves and all things dwarven are definitely a huge part of Guild Wars, even though they are not (yet) playable. There is, however, no evidence of elves ever existing in Tyria, nor halfling-gnome races. For your GW-authentic gaming pleasure, I present to you humans, dwarves, and charr (best for evil campaigns or just for playing a rebel/outcast character), tengu, centuars, and two half-races. Humans: Humans in PHB 3.5 Dwarves: Dwarves in PHB 3.5 Charr: Statistically, they're basically bugbears from the MM. Powerful build feature can be taken as a feat. Half-Dwarves: The Mountain Men: Half Dwarves (http://boards1.wizards.com/showthread.php?t=306937) Half-Charr: Use statistics for a half-orc, but change Strength adjustment to +4 and Cha to -4. To tell the truth, I am not entirely certain if it is actually possible for a charr and a human to create offspring. If anyone has a more concrete theory about it, tell me. Tengu: Created By: InsanePsychoRabbit * Medium Monstrous Humanoid (Avian) * +2 Constitution, -2 Charisma. * Medium size. * A tengu's base land speed is 30 feet. * Low-light vision. * +1 racial bonus on saving throws made to avoid being effected by spells from the Illusion school. * +2 racial bonus for Jump and Intimidate checks. * Natural Attacks: 2 claws (1d4 each). * +1 natural armor bonus. * Automatic Languages: Common, Auran. Bonus Languages: Any. * Favored class: Warrior (male) or Mesmer (female). Centaurs: Centaur Monster Conversions http://www.rpgstars.com/screenshots/mini/drake.jpg A drake on the prowl Monsters are often the life blood of a great fantasy game or campaign (or usually at least a large chunk of that vital blood). Guild wars for PC did an amazing job at incorporating a vast array of beasts and creatures in their games. The majority of monsters in Guild Wars are essentially the same as their D&D namesakes (although visually and ethically almost all are somewhat original). The following is a short conversion guide for the more common breeds of beast in Tyria. New entries will continue to be added on. Arachnid: Monstrous Spiders Charr: See above Stone Summit Dwarves: Deep Dwarves, alignment Usually Lawful Evil Devourers: In theory, monstrous scorpions Skale: Sahuagins with Int 2, Cha 10, no equipment, type changed to Magical Beast, CR lowered to 1 Grawls: Gnolls (usually low level) Forgotten: Not so sure about what to do here. Perhaps I should jsut bite the bullet and make a new monster. Suggestions? Drake: Use stats for a dragonne Maguum: In progress Mursaat: Not completely sure what to do for them. They seem like such an awesome monster, of course. Nightmare: Shadows Worm: A purple worm, specifically The Main Tyrian Dieties http://gw.mondespersistants.com/images_art/1113421076.jpg The avatar of Dwayna For those that choose to lower their walls of ignorance and acknowledge them, it is clear to behold that the deities and gods that have shaped the form of the planet of the Guild Wars continue to hold an intrinsic role in its destiny. I have detailed herein basic gameplay information about the 5 main Tyrian deities that were mentioned in the game manual. For full story information about each of these gods, refer to the GW game manual. http://legion.de.mehlias.free.fr/images/statues/dwayna1min.jpg Dwayna Rank: Greater Deity, DvR 20 Domains: Air, Good, Healing Favored Weapons: None Alignment: Neutral Good http://gw.mondespersistants.com/images_art/1111866534.jpg Balthazar Rank: Intermediate Deity, DvR 15 Domains: Destruction, Fire, Law, Strength, War Favored Weapon: Greatsword Alignment: Lawful Neutral http://legion.de.mehlias.free.fr/images/statues/grenth1.jpg Grenth Rank: Intermediate Deity, DvR 12 Domains: Death, Evil, Magic Favored Weapon: Scythe Alignment: Neutral Evil http://i2.photobucket.com/albums/y25/GiveMeHotDogs/Lyssa.jpg Lyssa Rank: Intermediate Deity, DvR 12 Domains: Good, Luck, Trickery Favored Weapon: None Alignment: Chaotic Good http://i2.photobucket.com/albums/y25/GiveMeHotDogs/Melandru.jpg Melandru Rank: Intermediate Deity, DvR 14 Domains: Animal, Earth, Plant, Protection, Travel, Weather Favored Weapon: Quarterstaff Alignment: Lawful Good Weapon Customization System http://images.joke.co.uk/images/products/large/s21069-lge.jpg This blade has been customized for the warrior that wields it. One unique and fun part of the Guild Wars PC experience is taking a weapon that you have discovered on the battlefield to a weaponsmith and getting it customized to your character. Despite the very low cost of customizing a weapon, it was not a decision to be made lightly. A weapon customized for you reduced it's resale market value or usability to any other person. Here I present to you rules for customizing a weapon in Guild Wars d20. With little or no changes, this system can be easily ported as a fine addition for any Dungeons & Dragons setting. Customizing a weapon for someone requires a DC 20 Craft (weaponsmithing) check and 100 gold pieces in raw material costs. The DC is increased to +2 for each cumulative size category the customization receiver is larger or smaller than the weaponsmither that customizes the weapon. The standard market price to customize a weapon is 300 g.p. Benefits and drawbacks of a customized weapon: A customized weapon is treated as having a +1 enhancement bonus that stacks with regular masterwork and magical bonuses. This bonus is nonmagical. However, if the customized item is used by the wielder other than the one the weapon was customized for, the weapon is applied a nonmagical -1 penalty (that stacks with magical enhancement and masterwork component, so for instance a +3 dagger is treated as a +2 dagger if wielded by a user other than the one the weapon was customized for). A customized weapon can be re-customized to a different owner but cannot be un-customized. A customized weapon can only be sold for 1/4 it's base price rather than the regular 1/2. Rune Upgrade System http://i2.photobucket.com/albums/y25/GiveMeHotDogs/Rune.jpg A rune inscribed upon a sheet of parchment Magical Runes in the Guild Wars online PC game are a powerful upgrade and customization component that any character can administer...for a price. Any player character can inscribe up to four runes at a time upon his or her armor or clothing. Runes are illuminated on a fine sheet of parchment until used. A single suit of armor or clothing can hold a maximum of four runes at a time. If a new rune is inscribed when the current suit of armor/clothing already carries four, the wearer is able to choose which rune to replace. Runes provide a new bonus type of their own: a rune bonus, which as standard in d20 stacks with other bonuses but overlaps lower rune bonuses that affect the same stat. A rune stated for a certain class can only be used by one that possesses that class or has it in his/her gestalt combination. I have taken great consideration to assure all runes are balanced. All minor runes have a market base price of 5000, all major have a base price of 20000, and superior cost 100000. The create rune spell can be used by the spellcasting classes to create new runes. With modification, the rune upgrade system can be applied to any Dungeons & Dragons setting. List: Warrior Rune of Tactics (+2 AC bonus minor, +4 major, +6 superior) Warrior Rune of Strength (+2 Strength bonus minor, +4 major, +6 superior) Warrior Rune of Weapon Prestige (+2, +4, or +6 BAB to weapons of either chosen S, P, or B damage type) Rune of Vigour (+15 bonus to HP minor, +30 major, +45 superior) Rune of Absorption (DR 3/- minor, 6/- major, 9/- superior) Monk Rune of Divine Favour (+1 all checks and saves minor, +2 major, +3 superior) Monk Rune of Healing Prayers (+1 CL to all [healing] spells minor, +2 major, +3 superior) Monk Rune of Protection Prayers (+1 CL to all abjuration spells minor, +2 major, +3 superior) Monk Rune of Smiting Prayers (+1 CL to all evocation sells minor, +2 major, +3 superior) Elementalist Rune of Mana Storage (Double 0-lvl spells per day minor, 2nd-level major, 4th-level superior) Elementalist Rune of <Element> Prestige (+1 CL when casting a spell with either [air], [earth], [water], or [fire] descriptor, +2 major, +3 superior) Ranger Rune of Expertise (+1 to all ranger class skills minor, +2 major, +3 superior) Ranger Rune of Beast Mastery (+2 Handle Animal and +1 animal companion HD minor, +4;+2 major, +5;+3 superior) Ranger Rune of Marksmanship (+2 BAB with all ranged attacks minor, +4 major, +6 superior) Ranger Rune of Wilderness Survival (+4 Survival skill minor, +6 major, +8 superior) Necromancer Rune of Blasphemy (+1 CL to all spells of [evil] type minor, +2 major, +3 superior) Necromancer Rune of Death (+1 CL to all spells of [death] type minor, +2 major, +3 superior) Mesmer Rune of Domination Magic (+1 CL to all enchantment-school spells minor, +2 major, +3 superior) Mesmer Rune of Illusory Magic (+1 CL to enchantment-school spells minor, +2 major, +3 superior) Special: Mesmer Rune of Fast Casting (-1 spell slot when using Quicken Spell metamagic feat, 70000 g.p.) New Spell Create Rune Conjuration Level: Elem 5, Nec 6, Mnk 6, Mes 7 Components: V,S,F Casting Time: 100 rounds (10 minutes) Duration: Permanant Spell Resistance: No Saving Throw: None This very useful magic spell can create a vast multitude of magical runes. The creator chooses which type to magically illuminate onto the sheet of fine parchment. The cost of creating a rune with a class descriptor that you posses is only 90%. Material Components: A very fine sheet of parchment worth 3 gold, as well as magical materials costing 1/3 the base price of the rune to be created (1666 g.p. minor, 8333 g.p. major, 33333 g.p. superior) Resurrection Sanctuaries Across the lands of Tyria, hallowed resurrection points, raised by the greatest of the monks and maintained by an apprentice academy monk of 1st-4th level (typical Alignment is LG), they are an invaluable resource for those heroes and champions that have been slain in battle. Despite the great clerical devotion and large amount of resources required to construct a Resurrection Sanctuary, they are still relatively common throughout the scape of Ascalon and Kryta. Creating a Resurrection Sanctuary: A monk of high faith has the ability to create a resurrection sanctuary by means of a powerful 9th-level spell Spell Rebirth Anchor Conjuration (Healing) Level: Mnk 9 Components: V,S,M,F,DF Casting Time: 24 hours Duration: 10xCaster Level years Spell Resistance: Yes (harmless) Saving Throw: None This powerful divine spell creates a long-lasting resurrection sanctuary that recalls and resurrects the remains of fallen heroes instantly within a long range. When the monk finishes casting the spell and finally infuses the shrine with holy power, all slain Int 3+ beings that did not die of old age within a 50-mile radius are recalled back to the sanctuary, and affected by a Resurrection spell. The spell does not resurrect those that have an alignment opposite the spellcaster's alignment when the spell was cast on either the ethical or moral axis. This spell makes the stone walls of the shrine used as the spell focus magically treated (see the D&D Dungeon Master's Guide for details). If there are 2 or more resurrection sanctuaries within a 50-mile radius of one another, the slain creature is recalled to the closest one. Focus: A pre-constructed 20x20 ft. stone size stone shrine worth at least 25,000 g.p. in material and construction cost. Material Component: A handful of feathers dipped in holy water and a sprinkle of diamond dust worth a total of at least 10,000 g.p. |
| Verelor10-03-05, 04:53 PM | No replies? Now that's just depressing. I have decidied to make the Rune spell available for all four spellcasting professions. It will be 5th-level elementalist, 6th-level monk, and 7th-level mesmer and necromancer. |
| Verelor10-04-05, 05:17 PM | I made a couple small layout improvements today. Now will someone please reply? I have candy! |
| Koga:The ninja trick10-04-05, 05:30 PM | The Koga inks you did a great job, maybe you should replace the true necromancer with necromancer (unearthed arcana) and sorcerer w/evoker (again, unearthed arcana) so they're all even. But besides that it'd be wonderful. But The Koga is bias to say too much good about it because he doesn't like high magick campaigns.. And anything desgined after a hack n slash game is bound to be.. |
| Ruecian10-04-05, 08:37 PM | I think that the charr look more like gnolls or bugbears. I played guild wars for a bit its an okay game. As for the replies thing dont worry I still dont have one so youre by far better then my now :) |
| Verelor10-04-05, 10:02 PM | Well, I was considering using Bugbears for Charr, but I knew that the Charr were far more suited to being barberian-like rather than roguelike as a bugbear is. Also, 3 racial HD and a +1 LA just wan't going to do it if I wanted it to be one out of just five "main" races. I'm definitely going to put taht Evoker in serious consideration, though. |
| Verelor10-05-05, 06:27 PM | Well, in most ways I found the Evoker to be more than fitting, but it is still a Wizard variant, spell preparation and spellbooks and all, something that is very much not like an elementalist, who seem very spontaneuos casters to me. |
| Verelor10-06-05, 05:00 PM | ATM what I'm most concerned with is bringing greater balance to the runes and the resurrection sanctuaries. I know that some of those can't really be worth what they're listed as. Edit: Corrected the last few spelling errors that still exist today. Words with -our instead of -or at the end (such as armor to armour or color to colour) are not spelled incorrectly but in european english form, which I for one reason or another prefer. |
| Verelor10-08-05, 04:46 PM | For today's Update: I have finally added the Create Rune spell (actively looking for feedback). I have also assigned all the deites a numerical Divine Rank (open to debate, of course). |
| Verelor10-09-05, 10:15 AM | Well, isn't this just nice'n'awesome? Hundreds of views, almost no replies.. |
| G.T. Dees10-10-05, 07:33 PM | Well, I just stumbled upon this today. Cool stuff so far! Must read and try it out!!! Thanks for post your stuff! :D |
| Nidair10-13-05, 06:14 PM | There's a reason why Righteous Might received an errata to tone it down, the DR and strength bonus it granted had too much impact on the game. It made fighters look a bit pale. The Rune of Absorbtion reflect to old values of Righteous Might, so won't that be too strong? I suggest making the runes give 3/-, 6/- and 9/- DR instead. As for the Elementalist Rune of Superior Mana Storage, I really hope elementalists don't get access to Polymorph. A party of polymorphed beings is really scary, surely if it takes effectively no spell slots. |
| Verelor10-14-05, 11:06 AM | Done! I have changed the rune of absorption! As for the rune of mana storage, I don't think it's out of line, really. It's based off the ring of wizardry, and you can't bash on something that probably goes back to 1e ;) |
| Rith'tar d'lil Isto10-17-05, 11:03 PM | Wow, awesome-very cool. I played Guild Wars and still do (just PvP now though) and enjoyed it. Maybe make the Caster level bonuses from the runes at a +2 increment to simulate the really high power attainable through runes. And of course the penalties for runes-would those be implemented at all? |
| G.T. Dees10-18-05, 04:28 PM | Great! Just great... Now I'm interested in yet ANOTHER game... sigh... ;) |
| gorfnad the shiznit10-18-05, 09:12 PM | There is apparently a good necromancer class in Heros of Horror that may cover the guild wars necromancer, btw guild wars is awesome, i beta-tested it and currently play it. |
| Verelor10-20-05, 06:58 PM | Thanks for the comments. I love Guild Wars as much as you do, it is tryuly a great game. If anyone has suggestions to imporve this covnersion guide I will msot definitely consider. As for rune Hit Point Penalties from the online game: Those were set in place to severely limit the number of runes someone would non-suicidally use, as the vast majority of Guild Wars characters have more than enough money to purchase basically as many as they want. With the set-in-stone limit in this guide that is given and the far greater price strain, the Hit Point penalties are really not needed even for authenticity and were disregarded qutie early in teh design process. |
| Verelor11-02-05, 07:36 PM | I have gotten my hands on the Dread Necromancer class in Heroes of Horror and I think it fits the Guild Wars necro far more prefectly, but the problem is that so few people are going to have access to that book. Perhaps I should insert a clause that says use the Dread necromancer if you've got it? :) |
| Killion11-06-05, 09:11 PM | To be sure, one of the biggest benefits to playing a video game on a tabletop is that every player presumably subscribes to it, and the entire table shares a more or less uniform, detailed mental picture of the world in which they're playing. I also think that the Guild Wars system will be improved in that the world will not spontaneously generate a pristine, unique wilderness for every player and party, so characters can meet the numerous other NPC adventurers in glade and dungeon. Good work, Verelor. |
| Verelor11-09-05, 08:55 PM | Thank you greatly. :angel: :ayyyy!: |
| Xavon_Wrentaile04-30-06, 03:58 AM | Elementalist, I would say should be Warmage from Complete Arcane. Warmages and Elementalists both specialize in combat and elemental spells. The Warmage's set spell list (which could/should be tweaked) fits with Guild Wars limited skill set. And the Warmages large number of spells per day fits with Energy Storage. ------------ If you want more responses, you might try some more crunch; Spells and Feats based on Guild Wars skills would be nice... And what about the Assassin (Shadow Dancer? Ninja? Twin-dagger mage?) and Ritualists (Pact Magic seems to fit here)? |
| Darth Sephiroth04-30-06, 10:02 PM | what about the new classes from the expansion. The two new ones fit other roles. |
| Ryuu_Tenshi05-09-06, 04:32 PM | Few things. 1. Look at the Dread Necromancer base class from Heroes of Horror, instead of the True N. as that's a prestige. Dread Necro is what you really want here. 2. Memsers... are odd. In some ways they're almost like bards o.O they have enchantments, illusions, and some nasty, nasty damage stuff. The "not a bard" bit comes in where they don't do melee or wide enchantments. I would suggest coming up with an entirely new base class, if you can stomach it. Also, I own Complete Arcane, there is no Illusionist in there... perhaps you mean Unearthed Arcana? 3. Ritualists = Spirit Shaman from Complete Divine. All there is to it. 4. Assassins = Ninja from Complete Adventurer, except with weapon proficiency: katars and a whole ton of feats devoted to that. Again, all there is to it. 5. For the Elementalist, consdier a modification of the Wu-Jen from Complete Arcane / Oriental Adventures. Wu-Jen specialize in a very specific elemental school of magic (if I recal correctly). I would say remove the taboo flavor, but leave in spell secrets and elemental specialization. Races. You're forgetting the Tengu from Kryta and the centaurs from the Wilds. Tengu are the closest we've got to an actual PC race, as there is a Tengu henchie in Factions. To emulate the rods and staves, I suggest creating an item that simulates an Eldrich Blast ability but much less powerful. MAYBE 1d4 - 1d6 points of elemental damage of some kind at range. Note that I love this idea and I feel that the Gestalt bit works perfectly. |
| Verelor05-27-06, 04:44 PM | Today I have made several changes to the first half of the document to update it for the new Factions game. I think you'll enjoy them. I am still contemplating rods, but at this point I am thinking that they should work more like wands, producing 3rd-level evocation spells (such as fireball, cone of cold, chain lightning, several different elements) at different caster levels with ranges and damage and such dependant on those caster levels. It's not perfect.. |
| Rohano05-27-06, 08:11 PM | With the various arcane-focussed books that are out, there are numerous element-focussed spells at each level. I think Complete Arcane has a few... they wrote a lot in there primarily because of the Warmage, but the same spells are (for the most apart) available to other arcane casters. |
| Verelor05-29-06, 01:39 PM | :bump: |
| Magius_Rerecros07-15-06, 05:25 PM | You have a suggestion for the N/Me class combo to be a Minion Master. What kind of prestige class equivalent would that be? Personally, I'm a huge fan of Guild Wars, and the Minion Master is one of the greatest builds ever. However, I can find no prestige class for it anywhere. |
| Darth Sephiroth07-16-06, 11:25 AM | For the Assassin, the Ninja (Complete Adventurer) would seem to work well. I would also consider making the Necromancer the Wizard Variant Necromancer from Unearthed Arcana rather than the Dread Necromancer |
| Verelor07-16-06, 04:04 PM | You have a suggestion for the N/Me class combo to be a Minion Master. What kind of prestige class equivalent would that be? Personally, I'm a huge fan of Guild Wars, and the Minion Master is one of the greatest builds ever. However, I can find no prestige class for it anywhere. Heh, we have a misunderstanding. There are no prestige classes in Guild Wars d20. Those listed archetypes are not classes or PrCs. They are familiar character types you can achieve by simply gestalting two of the correct classes. For example, you have a spellsword when you combine the warriorly might of the warrior with the spellcasting of the elementalist. You get a barbarian when you combine the mighty combat ability of the fighter with the wilderness abilities of a ranger. You have a paladin when you combine the ways of the warrior with the healing and hallowed blessing magics of the monk. And thustly, you have a minion master (a master of controlling minions and servants) when you combine the necromancer's mastery over undead creatures with the mesmer's mastery and control of illusions, figment creatures, and shadow creatures. And so forth. For the Assassin, the Ninja (Complete Adventurer) would seem to work well. I would also consider making the Necromancer the Wizard Variant Necromancer from Unearthed Arcana rather than the Dread Necromancer Done and done! ;) Today's Edits: The assassin is represented by the ninja class (Complete Adventurer) now. The Nocromancer is the wizard necro variant in UA rather than the one in Heroes of Horror, because this one is more similar. I ahve also added a new player race: the kenku, which should really round out the number of GW d20 player races to a decent selection. |
| Verelor07-29-06, 03:09 PM | :bump: |
| Darth Sephiroth08-06-06, 03:43 PM | You really ought to use the offical (and free) KENKU (http://www.wizards.com/default.asp?x=dnd/iw/20040912b&page=4) that are from Monster Manuel 3 |
| Verelor08-06-06, 04:51 PM | You really ought to use the offical (and free) KENKU (http://www.wizards.com/default.asp?x=dnd/iw/20040912b&page=4) that are from Monster Manuel 3 Hm, they seem next to perfect, but not all the way there. The feathers would require natural armor, and GW tengu are generally great jumpers and such, and rather gruff. The favored classes are also of course different. |
| Darth Sephiroth08-09-06, 03:59 AM | perhaps you could swap out Great Ally for a bonus to Jump. I really don't see where they'd get a natural armor bonus though |
| Verelor08-13-06, 02:21 PM | perhaps you could swap out Great Ally for a bonus to Jump. Great ally? What is that? And the race does give a bonus to Jump (as well as Intimidate). I want what you are smoking, friend. :rolleyes: The +1 natural armor bonus is absolutely necessary for the race to make sense. They have feathers, which provide at least as much (if not more) protection than a light coat of fur. |
| Oneiros08-29-06, 04:43 PM | I'm a fairly new GW player, and your conversions look interesting. One thing that struck me though - the Warrior class, with it's bonuses gained from stances, sounds an awful lot like the classes in the new Book of Nine Swords supplement. I'm wondering if they might be a better fit than the core DnD Fighter. (I don't actually have the book yet.) Also, GW inspired me to create a variant cleric (http://boards1.wizards.com/showthread.php?t=692771) in the D&D forums. It's not trying exactly to match the GW version, but I think some might find it interesting. |
| Darth Sephiroth08-31-06, 04:09 PM | Any ideas about what the previews of Nightfall would introduce? Also the Naga seem to be based off the Yuan'ti Abominations |
| redrequiem10-23-06, 08:23 AM | Hello, I just wanted to say thanks and congratulations for this Guild Wars D20 conversion. It will be sure to save me lots of time, since I recently decided to DM a GW d20 campaign for my freinds. I would just point out a little comment though : If you can't post the templates of other books because of copyright reasons, could you please put the book reference instead ? It would save me lots of time and money if I know where to look for, for specific classes or systems. In advance, thanks a lot. And good job ! :D |
| SquirrelMortis10-29-06, 08:42 AM | With the release of Nightfall, what on earth is going to be the dervish. Paragon can be marshall, I suppose. |
| Darth Sephiroth02-23-07, 12:17 AM | :bump: |
| WhiteandNerdySirStabYou03-11-07, 04:19 PM | This is all great stuff! good job on the conversion, but i was wondering how you would add the skills from guild wars into this d20 version. I think it would make sense to treat these kind of like class-based feats. |
| Oneiros03-12-07, 10:52 AM | This is all great stuff! good job on the conversion, but i was wondering how you would add the skills from guild wars into this d20 version. I think it would make sense to treat these kind of like class-based feats. You'd also have to distinguish between "Skills" and "Spells", I think. A GW ranger, for example, has some skills which are definitely more feat-like, and others which are more spell-like. While the OP is going for an approximation of the GW world, mainly just adapting the setting to standard D&D, I'd really like to see how some of the GW-specific mechanics might work in a d20 game. Like Adrenaline-based skills, which function almost like a single-attack Rage, and are fueled by how many hits you take/dish out. I haven't played one yet, but the Shadow-step ability of Assassins would be interesting to have in a d20 game as well. |
| Darth Sephiroth03-13-07, 04:37 PM | One option would be to have a standard progression for all classes that grants "GW Skills" and you get so many points when you level up for attributes that effect those |
| Holy_Beholder03-14-07, 10:45 PM | I kind of like the idea of a guildwars D&D. However, making your own classes could be pretty simple, considering that there are twenty levels. Talk about convenient. I don't play personally, but some of my friends do. I'm pretty sure that you get three attributes from your primary class, and three from secondary, so replacing them with the six from D&D. It's a pretty even fit. Meaning that guild wars might be heavily based off D&D |
| Darth Sephiroth03-18-07, 01:53 PM | Actually it's between 4 and 5 for the primary and 3 and 4 for the secondary professions. Each profession has a unique attribute that only a character with that as the Primary can have |
| thegreatfandango03-26-07, 05:49 PM | I agree that with Nightfall the Paragon should be the Marshal from the Minitures Handbook, but maybe some spear specializing feats? As for the dervish that one is really hard because of the wide arry of abilities the class possesses, however I think I have a solution. The First is to use the Sohei class from the Oriental Adventures handbook. To get it right, change the ki frenzy ability to the Unearthed arcana's barbarian variant rage "whirling frenzy". Other than that I see little need to change much else, except reduce the weapon choice to simple with Scythe as their only martial. Also anybody remember the wintersday or what ever it was called event, there was a race of humanoid "snowmen", you can see them on the GWWiki, having viewed them you could add the Frostfolk from frostburn as a PC race to offer more character options. Just some ideas |
| Darth Sephiroth04-14-07, 10:17 AM | I'm not sure if there really is a race of Snowmen, but there are a few new races coming in Eye of the North and Guild Wars 2. (Asura, Norns, and a fey type that I'm not sure about the name of) |
| razorboy06-19-07, 05:55 PM | Great conversion, I'm currently finishing up Nightfall, so I got a few suggestions for possible new conversions. As someone pointed out already, warblade from Book of Nine Swords is really a lot like a warrior from Guild Wars (Stone Dragon, Iron Blade disciplines in particular). By extension, Dervish is very much like a swordsage with certain paths (Desert Wind in particular strikes me as appropriate), although the scythe is clearly the favored weapon. Paragon with shouts and chants seems to be a hybrid between bard and Crusader (from Book of Nine Swords) who specializes in White Raven path (think warshouts to boost allies around him, pure Paragon); perhaps a gestalt of two would be quite appropriate. Taking it even further, Assassin from Factions is Swordsage specializing in Shadow Hand and maybe Setting Sun paths (some of Shadow Hand maneuvers even have the same names as Assassin from GW!). Assassin could be represented fairly well as a gestalt of Swordsage (Shadow Hand/Setting Sun) and Ninja from Complete Adventurer. For Elementalist the Shugenja class is quite appropriate, although the spells should be arcane, not divine, and healing spells from Shugenja school should be removed. Somebody suggested Warmage (which is a great idea), but the spell list of Warmage should be expanded in some ways. I also had an idea about incorporating Signets (for those who don't play Guild Wars, they're not quite spells, many Signets are available to all classes, and often they can be used only once per mission). Perhaps Signets could be represented as a spell-like ability which functions anywhere from 1/day to 3 or even 5/day? Alternatively Signets could be rare unslotted magical items that give the bearer a specific spell-like ability? Either way, Signets could serve as interesting and unusual quest rewards. I also started working on different non-ECL human races to give those DMs who want to preserve human-only character of Guild Wars some options (for example Istani, Kournan, Vabbi, Luxor, Ascalonian, Kurzan, Canthan). I'll try to post them ASAP. |
| Rohano06-21-07, 07:18 AM | Signets could be feats that have limited uses per day. Or require rest before they can be recharged. |
| Darth Sephiroth06-21-07, 11:29 PM | For the human only part, the clans from OA/Rokugan would work, for the most part they simply replace the Favored Class (Any) with a bonus class skill and a specified favored class. But Guild Wars is becomming less of a human as it goes on, with the Tengu Henchman and the various races of heroes. |
| DarkSamuraiKyo07-10-07, 10:13 AM | Great conversion, I'm currently finishing up Nightfall, so I got a few suggestions for possible new conversions. As someone pointed out already, warblade from Book of Nine Swords is really a lot like a warrior from Guild Wars (Stone Dragon, Iron Blade disciplines in particular). By extension, Dervish is very much like a swordsage with certain paths (Desert Wind in particular strikes me as appropriate), although the scythe is clearly the favored weapon. I agree that they do fit the feel but what about the skills? Paragon with shouts and chants seems to be a hybrid between bard and Crusader (from Book of Nine Swords) who specializes in White Raven path (think warshouts to boost allies around him, pure Paragon); perhaps a gestalt of two would be quite appropriate. I think Paladin/crusader/bard will be more GW Paragon then your idea but that's just me........ Taking it even further, Assassin from Factions is Swordsage specializing in Shadow Hand and maybe Setting Sun paths (some of Shadow Hand maneuvers even have the same names as Assassin from GW!). Assassin could be represented fairly well as a gestalt of Swordsage (Shadow Hand/Setting Sun) and Ninja from Complete Adventurer. I would give them the Rangers Two weapon fighting style as well but have only apply to daggers..... For Elementalist the Shugenja class is quite appropriate, although the spells should be arcane, not divine, and healing spells from Shugenja school should be removed. Somebody suggested Warmage (which is a great idea), but the spell list of Warmage should be expanded in some ways. The Warmage doesn't fit the elementalist very well the Shugenja will a be better fit also the Elementalist has some healing spells so I think we shouldn't scrap all the healing spells (Just keep the ones that fit the healing spells the real Elementalist has) another thing what about energy? are you guys planning on using it if not then the spells are going to have to be overhaulled to show that and be placed in spell levels...... I also had an idea about incorporating Signets (for those who don't play Guild Wars, they're not quite spells, many Signets are available to all classes, and often they can be used only once per mission). Perhaps Signets could be represented as a spell-like ability which functions anywhere from 1/day to 3 or even 5/day? Alternatively Signets could be rare unslotted magical items that give the bearer a specific spell-like ability? Either way, Signets could serve as interesting and unusual quest rewards. For those the Signets classes have access to (like the Monks Smite Signet or the the Necro's Signet of Lost souls) I was thinking of having them be able to be use (1/day+Casting stat Modifier) those signets that work one time only and must be replaced (like the Signet of Capture) have a spell craft or concentration check to use it the Resurrection Signet could be one use after that you must rst (but I'm assuming if you use the Guild Wars spells your players will be using the spell Resurrection or Rebirth anyway) Over all I think the signets as a reward is a good idea.... I also started working on different non-ECL human races to give those DMs who want to preserve human-only character of Guild Wars some options (for example Istani, Kournan, Vabbi, Luxor, Ascalonian, Kurzan, Canthan). I'll try to post them ASAP. Can i make a suggestion the Istani are peaceful so I would give them a bonus to dipomancy the Kournan are warlike (well in Nightfall anyways) give them racial favored weapons (like the elves) the Vabbi are excellent Merchants bonuses to appraise and bluff as well as to charisma Luxor and Kurzan I have no idea for however Ascalonian should get a bonus to con and the survival skill because they have manage to survive in their once beautiful land now ravage by war the Canthan's I will give a bonus to wisdom or intelligence (since their culture focus on learning more then other aspects) |
| SMAY6307-24-07, 09:16 AM | Hi Verelor. I just happened to come across this today, as I was wondering if anyone had done a Guildwars D20 rpg theme. Well done. Good job. It looks good. Everyone seems to be adding their suggestions as well (also good). Someone mention Unearhed Arcana. I saw Arcana Evolved (expensive), which appears to be an updated version. I play all 3 Guildwars, mostly Prophecies. Are there any files for download on the Guildwars theme? |
| SMAY6307-24-07, 09:31 AM | I believe DarkSamuraiKyo said something about energy for magic, etc. He has hit upon something. Perhaps MP(Mana Points), or EP (Energy Points) could be used. I know this is different, from the usual D20 magic system, but I use (MP) for my home-made fantasy RPG system, I've also been trying a Guildwars theme with my system, which is not complete yet. Anway, a magic point system seems logical,as the Guildwars magic users use MP/EP which gradually rengenerates over time. Some consideration perhaps? |
| Holy_Beholder07-24-07, 03:28 PM | Well Psionics uses Power Points, so its not unprecedented. It might work. |
| Rohano07-24-07, 09:50 PM | Arcana Evolved, as I recall, is not anyway related to UA. It's a 3rd party expansion to the PHb. For magic points and mana points and similar magic alternatives, Unearthed Arcana has a lot of information to help design one, as well as several systems already laid out for use. |
| SMAY6307-25-07, 09:24 AM | I have D&D 3 & 3.5. Mostly use 3.5. Is Unearthed Arcana usuable with 3.5? I know it's a silly question, I just needed to ask (I'm sure it is anyway). I think I can get UA quite cheaply (about £10 I think). I thought that Arcana Evolved was an expanded arcana book for UA? Any files to download for this Guild Wars Conversion? I think a suped-up Bug Bear for the Charr would be a good idea (they're big, ugly brutes). There's never a big enough weapon to take the SOB's down fast enough (rocket launcher, anyone? ;) ) |
| Darth Sephiroth07-25-07, 11:55 PM | I have D&D 3 & 3.5. Mostly use 3.5. Is Unearthed Arcana usuable with 3.5? I know it's a silly question, I just needed to ask (I'm sure it is anyway). I think I can get UA quite cheaply (about £10 I think). I thought that Arcana Evolved was an expanded arcana book for UA? Any files to download for this Guild Wars Conversion? I think a suped-up Bug Bear for the Charr would be a good idea (they're big, ugly brutes). There's never a big enough weapon to take the SOB's down fast enough (rocket launcher, anyone? ;) ) Unearthed Arcana has nothing to do with Arcana Evolved. Unearthed Arcana is a book with a TON of variants to core material that lets you play with the system in lots of different ways. (Most of the UA rules can be found on D20srd.org (http://www.d20srd.org/)). Big Bears could work, though I don't know how well. Charr are larger than Bug Bears seem to be, perhaps adding Powerful Build to them could work. And Charr aren't really all that powerful in the end though Eye of the North and Mission Pack may bring them back to prominance. |
| Rohano07-26-07, 04:01 AM | Not all that powerful? What level do you have to be before you can stand toe-to-toe with the regular charr warriors? We need to figure out the LA or HD for charr, based on the GW level scale, then we can assign however many class levels. Once we have the racial abilities and so on, then we can judge how much to scale based on bugbears or some other similar creature. I'd say charr are monstrous humanoids, probably around LA 2 or 3 with 3 or 4 HD, giving them an ECL range of 5-7 (before adding class levels). Naturally, like many fantasy races, their mages seem to be much more powerful than the warriors, leading me to be inclined that there are probably subraces Mage and Warrior or something to that degree, the only differences being that the racial abilities and feats are centered around either combat or magic. But, then again, I haven't played GW in a while and I don't remember what level my characters were before they could take charr in combat without being reduced to piles of mush. |
| SMAY6307-26-07, 06:58 AM | Thanks to both Dark Sephiroth & Rohana for the info & comments. I know the Charr were pulverising me at levels 3-4, maybe 5th level I survived a bit longer; my cat survived longer than me. My character is a Warrior/Ranger. I think level 5-6 would make you equal with them (as a warrior). I'm level 11 now, & can take on the bosses with a little help. At level 11, I seem to have no trouble handling ordinary Charr types. Their heroes can be a handful (although Gash & Sever Artery Works well on them). I hope this helps in someway in guaging the Charr level of difficulty. |
| Darth Sephiroth07-28-07, 05:30 PM | I'm pretty sure that the Char are just higher in level. After all they are the army of the Charr expanding into human territory which is why I state that the Char race isn't that powerful. They are only powerful for the first third of Prophecies and if you go backwards (For titles), you can curbstomp large numbers of them with ease. |
| SMAY6307-31-07, 08:00 AM | I suppose you can stomp large numbers of them with ease, if you are well equipped & have more than 1 in your group,as they're usually encountered in groups, sometimes with a leader. I'm not suggesting they are massively powerful, although they might appear that way in the early stages of Prophecies. After the searing, they always seem to appear in groups, and sometimes with a boosted leader. I'll have 2-3 henchmen with me, and yes, we can handle them. Although the leader can be a pain (but sever artey & gash cuts him down to size very well). So perhaps a boosted bugbear? But not overly powerfull. I'll experiment with a few & let you know. |
| Darth Sephiroth07-31-07, 10:07 PM | Bugbear+Powerful Build would cover just about everything if not everything. |
| SMAY6308-01-07, 06:00 AM | I know Bug Bears are HD 3D8+3. Charr could be either the same with powerful build, or maybe 1D12+CON bonus (like barbarians). I got emailed by Barroks-Tower.net. I've told them about the Guild Wars D20 theme that Velenor is doing. I've posted some ideas for Charr & Grawl on their General D20 Discussion forum. I also see that someone else is doing a Guild Wars discussion on this site. |
| Holy_Beholder08-04-07, 08:14 PM | Bugbear with powerful build is good. They should probably have it anyways. More powerful versions get class levels. |
| SMAY6308-06-07, 06:14 AM | I've put some stats (Charr & Grawl) on the General Discussion D20 section at Barroks-Tower.net. I'm hoping to expand them when I can. |
| DarkSamuraiKyo08-06-07, 11:11 AM | Hey sorry I haven't posted in awhile real life came and invaded but on the MP thing I have this I've been using for my own campaign...sorry about the wording this is directly from my rough draft Mana Points (MP): The magical energies needed to cast magic Mana all who cast spells rely on it.....Mana points are gain at a set number at every level....to determine the set of mana points the character gains per level just use the formula below {(casting stat x 2) + (Constitution x 2)}\3=Mana points per level Still a little sketchy? Then let me clear it up say Dra’Keth a Human Wizard (since humans don’t gain racial bonuses to their stats) has a Intelligence score of 18 and a constitution score of 14 now to determine how many mana points he gains he uses the formula above {(18 x2) + (14 x 2)}\3= Dra’Keth’s mana points gain per level now he breaks it up 18 x2=36 and 14 x2=28 now he takes 36+28 which equals 63 last he divides 63 by 3 which gives him a total of 21 mana points per level If a character gains a ability increase due to leveling and applies it to their casting stat or constitution then recalculate the mana points for only that level and then add 1 mana point per caster level before current to total Mana pool (say Dra’Keth is level four and increases his Intelligence to 19 he redo the formula for fourth level then add 3 mana points to total mana pool due to being level four so instead of 21 he will have 22 Mana points for fourth and a total of 88 points of mana) increases to casting stat or constitution due to magic items does not effect mana in anyway (it does still affect DC saves) Mana Point regeneration: all casters have a mana regeneration of 2 mana points per hour of non-casting, non-strenuous activity unless they have fast mana regen feat* which will increase the mana points gain by 2+caster level. so how's this for Guild Wars energy? |
| Sliver_Slave08-27-07, 11:08 PM | As the first thing I ever killed with my starter sword, Skales will hold a special place in my heart. I think they should be magical beasts. |
| nytemare370109-04-07, 06:21 AM | I know that many people don't have Unearthed Arcana, but maybe the Magic Regeneration rules would help. I've always been a fan of spells having a cooldown instead of a mana cost. To simulate the mana cost of a spell you could only cast a certain # of spells per encounter before becoming exhausted, at which point casting spells would either cause spell failure % to rise, or damage to the character. just my 2cents |
| Rohano09-04-07, 11:46 PM | Shouldn't be spells per encounter because an encounter can last between 6 seconds and... well... years, basically. :P If you use cooldown rules, the smaller spells should be in seconds (rounds), middle up to minutes, then to hours and days, which is why the best spells can't be used more often than once a day or even less often (epic spells would be a good start for more than once a day, maybe even have 9th and 8th level at more than once a day and have epic be weeks or something, based on spellcraft DC). |
| fudgethepolice11-23-07, 10:56 PM | You did a real good job of presenting this,it should be published,I would play this when i didn't have enough space on my computer to play Guild Ward:Chronicles.:) ;) :D |
| AriesOmega06-11-08, 07:58 AM | This thread is just what I was looking for. I am a new player to Guild Wars, I have Prophecies, Eye of the North and Factions and field 4 characters ranging in level from 3rd to 14th. I been looking to add a guild wars feel to my game or do a campaign with a guild wars feel to it. I figured many of the existing classes would work, Mesmer would be a new class though. As far as races per current speculation about Guild Wars II these I think would be in a table top RPG: * Sylvari * Asura * Charr * Norn * Human I would add Grawl as well though. With the new Pathfinder Alpha 3 test rules has anyone checked that out in relation to this unofficial GW d20? |