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17

FATE The core of the system comes down to describing the character and the kinds of skills you can effectively use. The systems uses Aspects, Skills, Stunts and Extras to do this. Skills are easy, they are ratings on a ladder from -1 to 8 of just how good you are at doing something. You get a good handful of these from a well-rounded basic skill list. What ...


12

For those curious, I created my own attempt at a multi-system stat block. Here's what I came up with: A few notes: Apocalypse World attributes aren’t equivalent to D&D‘s, so they’re listed separately. Combat-related rows are colored differently, to make them a little easier to see. This coloration might not show up well in this screenshot, depending ...


7

I don't think there can be a generic enough stat block. Each of those systems has very different concepts of what to roll to make an attack, for instance. 4e is a d20+level+stat vs defense. 3.5/Pathfinder is d20+BAB+Strength vs AC. FATE frames it as conflicts. Shadowrun 4 uses Xd6 vs TN5. Etc. The scale of the numbers can also be wildly different, even ...


6

"Simple to convert" implies a certain level of generality, which means that your best options will have a strong narrative (vs simulationist) bias. That doesn't preclude crunch, but (as @Simon Gill pointed out) you'll want a system that focuses more on who the character is rather that what the character can do, at least as a base. This is, of course, ...


6

Assuming you have access to color, and vertical space isn't tightly constrained... Stat Blocks I would start with the excellent 4e stat block. Adapt this to the other systems. The basic template goes like this: Colored title bar, including creatures name, level, and type information. You should include the name of the system up here as well. End-use ...


4

I have run games where there are different systems involved, normally a few of the DnD versions and some home grown systems. Initiative: Tend to roll a D20 and adjust it according to the implied dexterity of the character. For example, if your character is (according to it's system) is meant to be blindly fast we might consider trying a +8 modifier. ...


3

The main thing you will be looking for when selecting systems is selecting those that have a similar character-design ethos. What I mean is, in general, trying to convert from a class-based system to a skill-based system is going to be more difficult than class-based to class-based. Most d20-based systems will translate with each other quite well. Systems ...


3

A lot of systems are made different for a specific reason, and that's to be unique. Technically d20 has the widest range of availability (especially with Monty Cooke's d20 WoD). However, if you want to do things right you need a core system with a wide array of skills. If you don't mind sticking to all fantasy or all (post/ultra)modern, it is a lot ...



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