| Post/Author/DateTime | Post |
|---|---|
| #1corw1nJan 23, 2010 10:12:31 | Hello everyone, I just recently discovered the old 3rd Ed version of the Diablo 2 rpg. What I as wondering was if anyone knows of any 4E conversion attempts for it. I'm not sure how Diablo 2 would work in 4th ed because there really wasnt anything like dailies and such in Diablo but if anyone knows anything about it, please let me know. Thank you all for your time. |
| #2NovacatJan 24, 2010 0:13:43 | It's a bad idea and you should feel bad for suggesting it. |
| #3bone_nagaJan 24, 2010 18:49:33 | I own it but haven't tried to convert it yet. Use the monster builder to rebuild the monsters with 4e rules. Create waves of monsters using 4e encounter guidance. Since the game usually assumes there are hordes of creatures, make plenty of minions. The unique demons will all be elites or solos. |
| #4fenrir7139Jan 24, 2010 21:46:43 | I don't think a whole lot of conversion is necessary; Fallen would be goblins, maybe with different elemental resistances depending on type (i.e. Carvers, etc.). Fallen Shamans would just be a type of human mage reflavored to demonic-ness, and with the ability to ressurect fallen minions. A lot of the classes would also fit; Barbarians could be, well, barbarians, as well as two-weapon rangers, fighters, and warlords; Amazons could be Rangers or Rogues, etc. |
| #5dulsiJan 25, 2010 9:54:49 | Never played Diablo and I don't own the 3.5 supplement. The secret cow level is available on line. Would you make the cows minions? It seems like they would be too easy then. (Maybe my impression of the difficulty of the level is wrong in which case they could just be minions.) Could give them resist 10 all but most people would probably do enough damage by the time you fought them to still kill them on hit. Maybe a special ability to make a save against any attack so they only have a 50% chance of dieing from a hit. |
| #6corw1nFeb 01, 2010 13:03:38 | In the game as well as the supplement, by the time you get to the secret cow level, the cows individually are not such big deal. Yes there are a lot(seriously though, 1000 cows?!?!) that soak up a bunch of damage, but the main killers are all that compunded damage. Which to me seems to fit minions perfectly; Yes, you might cut through a whole lot without much damage, but 1000 of those punks and someone is going be hurting. And then the King cow and his buddy the wraith are just icing on the cake, each probably a Solo by themselves, much less with all that fodder around them. I may just run the cow level by itself to test out some things. Mainly, my question on conversion(which I should have been more clear about) was more aimed at the loot system. The amount of different items covered in the loot system was staggering and I was wondering if anyone had a system for rolling loot with random effects in 4E that similated that kinda craziness. Thank all of you for your time -Corw1n |
| #7bone_nagaFeb 01, 2010 18:56:53 | No 4e is more controlled about its loot. The loot table in Diablo allowed you to get all sorts of craziness with no sense of balance and any enchantment could end up on any item. You could recreate it in a more controlled fashion. Roll to see what type of item you get. Them for each category you could either roll for a list of items, or break down enchantments by item type and roll for them (so maybe you get a flaming dagger, or maybe you get a flaming axe, but it will be a weapon of some sort, and likewise boots will not be giving you a bonus to AC). However, you would have to make sure that the loot is balanced according to level. And you would have to hand out significantly less gear than what characters in Diablo get (unless you don't mind having characters that are very overpowered for their level). It just seems like more effort than its worth. I would just hand out loot in normal 4e fashion. |
| #8Neutronium_DragonFeb 02, 2010 0:16:52 | Keep in mind that most of the loot that you get in Diablo just goes straight to the vendors; it's a slightly more thematic (if inexplicably-acquired) form of gold. You'd probably need to structure it a little more than the original game, but you can handle random loot by constructing a semi-random loot table. (This is how the game actually functioned, but the tables were so extensive that it seemed completely random.) IE: List six level 1 items, all of which your party would find useful, for the zombie master of the Cave of Lurking Death. When they kill him, roll a d6 and that's the level 1 item that he drops. (It would be thematically appropriate if the items were all something that a zombie might reasonably carry, or if they might turn up in a pile of rubble near him, so you don't end up with 'deer carrying a halberd' scenarios all over the place.) |
| #9lizardmageFeb 03, 2010 6:54:00 | Neutronium_Dragon is spot on with with the " items were all something that a zombie might reasonably carry," but lets not kid ourselves here, Diablo 2 was based on the principal that the deer was not only carrying a halberd but it was a unique halberd that was the one item you wanted the entire game....or the slap in the face, because you'd never get another unique halberd again. |
| #10corw1nFeb 03, 2010 11:11:53 | Thank you all for your wonderful advise and taking the time to read this and respond. I like both scenarios presented for loot, one because it makes sense and is more immersive, the other, I might use extremely sparingly or have a table of random stuff that drops similar to world drops in World of Warcraft, pardon me for speaking of that game :P . All in all, I appreciate all the replies. Thank you for your time, -C |