Planescape 4th edition conversion




















Notice that so far I've spoken only of the Planescape setting, and it should be clear by now that I'm fond of it. If you are, more power to you; go play Planescape the way it was originally written. I, however, do. As a rule system, while I still play it as a player, it's no longer my first choice as a system in which to GM games.

In my opinion, the Planescape setting stands on its own, and could serve as an excellent setting for other rules sets. If I am not restrained, I may one day also produce a document entitled Fudge Planescape. My goal is to keep the general nature and character of the setting intact, but not every last mechanical detail.

Characters might not be exactly as powerful or effective relative to each other or relative to a given monster under one rules set as they are under the other. I do not worry overmuch about this. I try to make it so that weak individuals stay more or less weak, and strong individuals stay more or less strong. For a game, that should be good enough.

Instead, I just give it an appropriate amount of magic resistance in GURPS terms, and don't worry about whether the exact in-game effects are going to be identical.

The conversion should be qualitatively accurate, not quantitatively precise. This conversion will contain very little setting background information; it is just the adaptions of the rules necessary to make Planescape work with GURPS.

For background information, refer to the TSR Planescape line. Unfortunately, the entire line is out of print at this point, and the setting is no longer supported. As mentioned above, Planescape is more than just the collection of all the planes: it is as setting that had its own tone, unifying themes, important characters, and so forth. A generic Manual of the Planes which refers to the same places is no more Planescape than a generic book about vampires in the modern world would be Buffy the Vampire Slayer.

I'm operating on the assumption that the "Planescape Canon" is defined by those products released between and as part of the Planescape line. My Planescape collection is fairly complete. After finding a shelf-worn copy of On Hallowed Ground at a local game store finally!

I'll try to find them someday, but it was clear from the advertising and press that by then WotC was feeling faintly embarassed by the Planescape setting, and as such was apologetically trying to make those books more "planar adventuring" books. They may still have useful source material for Planescape, however.

This conversion assumes a pre- Faction War Sigil. Faction War changed the political landscape of Sigil pretty significantly; it was also one of the very last products released in the line.

Most of the supporting information out there for Planescape is for the setting before that adventure, although a whole lot of it i. However, factions and such given GURPS rules herein are all assuming the setting that was supported by most of the line, and ignores Faction War. It is left as an exercise for the reader to change the conversion if you are running in a setting after that adventure. Which just happened last year.

If you're playing Planescape with the default setting and "feel," characters from Prime worlds should be limited to TL3 or non-firearmed TL4. Sure, it's more logical to assume that there are high tech prime worlds out there. However, that's not really a part of the Planescape multiverse, and introducing them greatly changes the nature and feel of Planescape.

This is mostly about the locations and NPCs that populate the setting, and as such should be able to be fit in with almost any system. The damage is generally scaled for Paragon-tiered characters; planewalking is an extremely dangerous occupation, after all, so it is especially dangerous for Heroic-tier characters.

As with damage, I have decided against scaling by tier. For alignment traits on the Outer Planes, I converted the more complicated and harsh penalty as listed in the Manual of the Planes to a simpler and smaller penalty, though it affects far more.

The reasoning for this was primarily for simplicity, but also as a nod to how differently magic is handled in Fourth Edition in short, spells do not automatically hit, and implement-users already suffer an attack penalty as compared to weapon-users. I am new to creating wikis, and I am creating this one wholly from scratch.

Therefore, there are sure to be errors and the mobile version is probably not going to be very good. Point is, any offered help cleaning up code and editing will be greatly appreciated. Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

Wiki Content.



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