Pathfinder Dragonstar Conversions?


Conversions

Silver Crusade

Now that Pathfinder RPG has been released, has anyone tried doing a Dragonstar Conversion? i searched this forum and there is no avail.


I had done some Dragonstar conversions, long time ago... But to GURPS :P
I do not like using d20 mechanics for anything related to sf.


You can use most of the pathfinder clases out of the box with dragonstar. Just import the extra skills they came up with for dragonstar. I would use d20 future weapon damages for the sake of balance issue. Some of the damages got pretty silly.


Veil of Truth: Space Opera Rules and Setting seems to be a decent start for a conversion. It is a little sparse, but if you look at it as conversions for the Dragonstar setting, then it is pretty good.

Liberty's Edge

What issues are you having? I'd stick with the space combat and starship stats as is in the book and convert other stuff on the fly. I'm a huge Dragonstar fan.

Mike

Grand Lodge

clff rice wrote:
You can use most of the pathfinder clases out of the box with dragonstar. Just import the extra skills they came up with for dragonstar. I would use d20 future weapon damages for the sake of balance issue. Some of the damages got pretty silly.

Remember that Dragonstar was built on a 3.0 base, not 3.5. It was unfortunate timing in edition switches that no doubt contributed to the settings early demise. You'd actually want to make a 3.0-3.5 conversion in the process of converting to Pathfinder.


I have done some work converting it to PF, did a good bit of work, but am always being distracted from working on it. Most can be swapped right out of the box, the guns are where I get caught up with stuff, and also converting stuff and coming up with archetypes that are fitting are where I am at.

Liberty's Edge

Man, converting Dragonstar to Pathfinder is one of those dreams that would take up all my free time, if I had any. So much of the rules are open-source too! Someone should make a wiki...

My suggestions:

-Keep it simple. Strip it down as much as you can, and fold what you can't into what exists now. Many of the feats and classes are underpowered and work better as fluff or traits (possibly archetypes).

-Don't worry too much about ship-to-ship combat. If it happens, it's part of the plot, and don't let a situation arise where one "pilot" PC is making a bunch of boring rolls while the other players sit in the cargo hold and wonder the mess hall is serving for lunch.

-The things that make Dragonstar great fun are the campaign bits. Things like interplanetary portals, drow secret service, spellbook iPads, and (of course!) spellware. Focus on the setting.

-The easiest way to start a Dragonstar Pathfinder campaign (Dragonfinder? Pathstar?) would be to have the characters start on a typical fantasy world. If you wanted to use Golarion, there's a few technologically advanced worlds in the solar system that modified Dragonstar rules would fit perfectly (see the recent Distant Worlds book).


Yeah, I'll second most of what people are already saying-- d20 Future stats for the future weapons, import the skills, and all that. Cryptography should be part of Linguistics, Freefall should be part of Acrobatics, Navigate should be Knowledge (astronomy). Combine Use Device, Disable Device, and Repair into Mechanics. Computer (+ Research) and Pilot are their own things.

Don't bother with the classes. They suck. Make ship weapons a Weapon Group that Fighters can take. Take all the Pilot stuff and make it feats that Fighter can take with his bonus feats, and that Rogues can take with talents. Make all the Mechanist stuff Rogue talents.

Most of the feats are okay. Don't split Two-Gun Shooting from Two-Weapon Fighting.

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