Eberron using GR's A Song of Ice and Fire

Post/Author/DateTimePost
#1

ieattrollsforbreakfast

Sep 14, 2009 9:39:24

Green Ronin's new A Song of Ice and Fire Roleplaying has the best system for intrigue I've seen so far, and it's leagues ahead of either D&D 3e or 4e. Although I love running pulp action in Eberron with the D&D system, I've been wondering at the possibility of using Green Ronin's system for political games set in Eberron.


Has anyone else tried that? I see a few obstacles, but I don't think they'll be too difficult to overcome.


1. ASoIaF is a very low magic setting, where as Eberron...isn't. So long as players have an understanding that they aren't making characters to blow things up, I don't think it'll be a major issue. Simple magic, I think, can be handled quite well within the current system. For example, here's a potential new Benefit:


Psion (Ability)
You have learnt to subtely manipulate people using psionic magic.
Requires Will 4 (Concentrate 1B)
You gain a bonus on Deception and Persuasion tests equal to the number of bonus dice you invested in Concentrate.


That's a very rough attempt, I don't know if it's balanced or not, but it gives you an idea of what I'm thinking.
Another option is to graft 4e's ritual system onto ASoIaF. For most rituals it'd only need a change in cost. A benefit here is that it gives PCs something to spend money on other than investing it in their House.
The Heirloom quality can probably cover magic items fairly well.

As for combat magic, it might be as simple as adding a Magic ability with specialisations related to schools (Evocation, Illusion, Necromancy etc.)


 


So...any thoughts? I'll probably be better taking this over to the Green Ronin forums, but it never hurts to ask! Laughing