[GMing Question] What PF 1 Rules are you going to try to import nto PF2?


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Hmm I'm guessing that with some 2e flare you can get some interesting result out of resurrection rolls. Ex: Crit fail is revive the wrong soul; Fail is permanent death; Success is they live but lose Con; Crit success they live and dont lose anything.

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I would import to 2e AoO as an option, so that there can be both tactical and fluid games.

Depending on what happens with weapon specialization importing Weapon, Armor, Item, and Magic trick seems like a good idea. Also maybe a modified Weapon Focus that's Grant's some other benefit besides pluses to numbers, maybe give a weapon an extra weapon property?

If they keep animal companions as having the minion trait, then importing and expanding Handling tricks to be good. I much prefer all characters to have the same number of actions, regardless of wether they are subordinates.

Silver Crusade

Saint Evil wrote:
Rysky wrote:
Resurrection survival rolls? Ooo, what those do?

Derived from your CON score as a percentile chance that the raise/resurrection would work.

If it worked you still lost a permanent point of CON afterward.
If the roll failed the death is permanent. There is no recourse beyond direct Divine Intervention at that point.

Gotcha.

Eberron had some neat Resurrection rules if I'm remembering correctly.

Plus there's the awesome Heroes of Horror supplement :3


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Pathfinder Rulebook Subscriber
TriOmegaZero wrote:
Nothing.

same here. I had already salted the earth of my 3.x mechanical memories. I'm not recycling a single piece.

RPG Superstar 2009 Top 32

John Lynch 106 wrote:
Lord Fyre wrote:
"What PF1 rules do you plan to import into PF2?"

None. They're completely different games. It'd be like asking what D&D 5th edition or AD&D 2nd edition rules I'll be importing.

I'll try to give the game a chance on it's merits. If it's awful I'll just play D&D 5th edition or PF1e. Otherwise if it's at least as good as either of those I'll start houseruling things as problems arise.

That is why I was pointing out my "special" needs. Iron Gods and the Technology rules.


Lord Fyre wrote:
John Lynch 106 wrote:
Lord Fyre wrote:
"What PF1 rules do you plan to import into PF2?"

None. They're completely different games. It'd be like asking what D&D 5th edition or AD&D 2nd edition rules I'll be importing.

I'll try to give the game a chance on it's merits. If it's awful I'll just play D&D 5th edition or PF1e. Otherwise if it's at least as good as either of those I'll start houseruling things as problems arise.

That is why I was pointing out my "special" needs. Iron Gods and the Technology rules.

I wonder if it would be easier to reference starfinder material for technology in Iron Gods?

Obviously all the rules about old, failing tech from the tech guide would need to be preserved.

But instead of crafting a +1 striking laser pistol with the 'technology' skill or skill feat, you would craft the next rank of pistol which has more damage dice innately.

There are also a lot of additional technology items and cybernetics that aren't directly combat applicable.

Either way, you're still importing rules that don't have a PF2 version yet, so I guess it doesn't save you any work.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Stone Dog wrote:
TriOmegaZero wrote:
Nothing.
same here. I had already salted the earth of my 3.x mechanical memories. I'm not recycling a single piece.

Once I've gotten comfortable with the system I might look at making adjustments. But I'm not converting any APs to it, so I won't need any subsystems that aren't included at launch. I'll finish out my 1E APs and start a 2E AP if I want to play 2E.


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Lord Fyre wrote:
That is why I was pointing out my "special" needs. Iron Gods and the Technology rules.

You know what, your right. My response was unnecessarily narky.

I wouldn't "import" anything, but there's lots of things I might eventually use as inspiration and homebrew into PF2e. The technology stuff for example wouldn't necessarily work the best in PF2e if just imported whole-sale. The technology weapons might work better if they were converted from fire damage to a unique type of damage (much like radiant damage for certain spells) that you could call laser damage.*

I would definitely remove the Technologist Feat and instead make it Technological Lore.

*Our GM actually did this when we ran Iron Gods for PF1e because fire resistance is just so common and it didn't seem to match the story we wanted to tell when every caster had easy access to laser resistance.


For me personally, I'd need firearms, technology, Androids, gunslinger and occultist since my heavily flavor texted Megaman build relies on those things.

Alas, I don't think my group will want to convert to PF2e any time soon unless either my co-GM suddenly decides he's ok with home brewing or the current campaign totally falls apart.


I'm taking a look at the various options for Sanity and Madness since I'm playing in a 2e Strange Aeons game. Other than that I've taken a stab at converting Starfinder Ysoki, and am very interested in the Kineticist and Vigilante classes.


Not PF1, but 3.5, I'm going to check the Complete Scoundrel to see if any of the skill trick ideas can be worked in.


Potent spellcasters (or at least not impotent). Exact method has yet to be determined, but probably involves buffing durations and strengthening utility spells. Also rituals may see some tweaks, so powerful solo casters aren't so gimped.

Not interested in derailing this thread into another debate on casters vs. martials, there's already a dozen other threads that cover it.

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