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Halo RPG using 4th Ed D&D rules

Started by Benoist, October 03, 2010, 01:58:54 PM

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Benoist

It's actually surprising how, when you play the Halo campaign, its structure works pretty much like a modern D&D game with encounters, short rests and such.

It actually could work well, but it would of course involve a complete rewrite of the rules. The basic assumptions of 4th edition, with its power sources, the PCs as heroes apart from the mundane population of the world, could work admirably well with Spartans.

Classes could involve different combat expertises, including CQC (melee, shotgun) for defenders, Precision weapons (Sniper rifles et al.) for the strikers, Splash weapons (rockets, explosives) for the controllers, and Tactical expertise (organizing the team, ramping up morale etc) for leaders.

The power sources could be changed for either areas of expertise, sources of energy (electric, mechanic, physical etc) or some such. Though power sources could be done away with completely, along with the encounter/daily paradigm, by using some sort of token pools instead a la Iron Heroes, with specific token costs to use specific powers instead.

Just a vague idea at this point.

Shazbot79

Quote from: Benoist;407953It's actually surprising how, when you play the Halo campaign, its structure works pretty much like a modern D&D game with encounters, short rests and such.

It actually could work well, but it would of course involve a complete rewrite of the rules. The basic assumptions of 4th edition, with its power sources, the PCs as heroes apart from the mundane population of the world, could work admirably well with Spartans.

Classes could involve different combat expertises, including CQC (melee, shotgun) for defenders, Precision weapons (Sniper rifles et al.) for the strikers, Splash weapons (rockets, explosives) for the controllers, and Tactical expertise (organizing the team, ramping up morale etc) for leaders.

The power sources could be changed for either areas of expertise, sources of energy (electric, mechanic, physical etc) or some such. Though power sources could be done away with completely, along with the encounter/daily paradigm, by using some sort of token pools instead a la Iron Heroes, with specific token costs to use specific powers instead.

Just a vague idea at this point.

Well looks like someone already did the heavy lifting for you:

Amethyst
Your superior intellect is no match for our primitive weapons!

Drohem

My group and I are playing several games right now using the 4e Amethyst classes and weapons, and we're having a blast.  We're using it to power an Old West game, a Post-Apocalyptic game, and a Zombie Apocalypse game.

Spinachcat

Quote from: Shazbot79;422654Well looks like someone already did the heavy lifting for you:

Amethyst

I don't get the titless emo-elf as the prime marketing image.

However, the reviews are impressive.

Drohem

Quote from: Spinachcat;424292I don't get the titless emo-elf as the prime marketing image.

However, the reviews are impressive.

The vehicle rules a bit wonky, but serviceable.  There is an extensive errata document for it, and I highly recommend using the errata material.

Our group ignores the campaign setting and we just port over the weapon rules, the tech classes (with powers, of course), vehicles rules, and feats.