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SWD Conversion
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TAG Wiggy

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Joined: 11 Jun 2008
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PostPosted: Thu Oct 06, 2011 11:07 am    Post subject: SWD Conversion Reply with quote

The first draft of the SWD Conversion PDF is up. Most of it is clarification rather than actual changes. Any changes you don't like can obviously be house ruled.

My thanks to Enno and Dave McAllister for giving it a once over.
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Last edited by TAG Wiggy on Fri Oct 14, 2011 1:50 pm; edited 1 time in total
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Enno

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PostPosted: Thu Oct 06, 2011 2:29 pm    Post subject: Reply with quote

Always a pleasure! Smile
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dpmcalister

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Joined: 19 Jun 2008
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PostPosted: Thu Oct 06, 2011 4:14 pm    Post subject: Reply with quote

I obviously don't hassle you enough as you misspelt my name Wink
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TAG Wiggy

Triple Ace


Joined: 11 Jun 2008
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PostPosted: Thu Oct 06, 2011 4:33 pm    Post subject: Reply with quote

I couldn't remember how it was spelt, and I was too lazy to check. Smile Apologies are offered.
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dpmcalister

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PostPosted: Thu Oct 06, 2011 8:37 pm    Post subject: Reply with quote

No worries, you're not the first and most certainly won't be the last Wink I'm used to it now Laughing
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Harlan

Deuce


Joined: 22 Oct 2010
Posts: 63

PostPosted: Fri Oct 07, 2011 8:13 am    Post subject: Reply with quote

You are the Avantgarde, guys!

A great initiative to show how it is possible (and what is necessary) to upgrade an older Savage Setting to the new Deluxe Edition.

I certainly hope, upgrades for Necropolis and Sundered Skies will soon follow. If you want any assistance with those, I'd be willing to help.
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Bernd

Deuce


Joined: 17 Mar 2010
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PostPosted: Sat Oct 08, 2011 7:22 am    Post subject: Reply with quote

Thanks Wiggy. Also, thanks to Dave and Enno for helping him.
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Stine

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Joined: 21 Dec 2009
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PostPosted: Thu Oct 13, 2011 9:56 pm    Post subject: Reply with quote

What about raises on area of effect spells ?
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Enno

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PostPosted: Thu Oct 13, 2011 10:09 pm    Post subject: Reply with quote

Stine wrote:
What about raises on area of effect spells ?


IMO the Hellfrost version takes precedent... so no raises 'cause HF magic is powerful enough.

Version 2 of the document should clarify this point...
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TAG Wiggy

Triple Ace


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PostPosted: Thu Oct 13, 2011 10:32 pm    Post subject: Reply with quote

Stine wrote:
What about raises on area of effect spells ?


Unless we've stated otherwise, the core rules apply. Whether or not you want to use any rule (core or a Hellfrost one) is up to you. At the end of the day, monsters and PCs are affected equally.
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JDSampo

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Joined: 27 Jun 2011
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PostPosted: Tue Jan 17, 2012 3:39 pm    Post subject: Reply with quote

Enno wrote:
Stine wrote:
What about raises on area of effect spells ?


IMO the Hellfrost version takes precedent... so no raises 'cause HF magic is powerful enough.

Version 2 of the document should clarify this point...


Hello! Is there a version 2 of this document imminent? The current draft version seems pretty clear and complete but I'm starting a campaign soon so I thought I'd ask.
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TAG Wiggy

Triple Ace


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Location: I have flying monkeys, and I'm not afraid to use them!

PostPosted: Tue Jan 17, 2012 3:48 pm    Post subject: Reply with quote

JDSampo wrote:
Hello! Is there a version 2 of this document imminent? The current draft version seems pretty clear and complete but I'm starting a campaign soon so I thought I'd ask.


No, that's the latest version and has nothing requiring a change has been brought to my attention.
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Mac

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Joined: 18 May 2012
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PostPosted: Sat May 19, 2012 5:17 pm    Post subject: Reply with quote

Hello All,

New to HF, but lovin' what I have gotten my paws on so far.

Anyway, in the conversion under spells it says that "new" spells are not available in HF.

I am new to Savage Worlds too, picked it up about a week ago (deluxe edition) to support HF. I don't own any of the prior editions, so how do I know which of the spells in the deluxe edition are "new"? I have glanced through the SWD spell section a few times for a list, but nothing has stood out.

If someone could point me in the right direction it would be greatly appreciated. We are goin to be making characters this weekend and I really would rather not have to retcon toons from the get go.

Thanks,
Mac
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Enno

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PostPosted: Sat May 19, 2012 9:34 pm    Post subject: Reply with quote

New Powers in SWD Core wrote:
Banish, Blind, Confusion, Damage Field, Darksight, Disguise, Divination, Drain Power Points, Farsight, Growth/Shrink, Havoc, Intangibility, Mind Reading, Pummel, Succor, Summon Ally, Wall Walker, Warriors Gift


Most of them are already covered by powers of the same or different name in Hellfrost, and the rest are redundant because of other setting rules (like the missing power points).

As always, it's YOUR game, and you can introduce any rule, skill, edge, hindrance, and power you like.

Welcome to the forum! Smile
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Mac

No Cards!


Joined: 18 May 2012
Posts: 14

PostPosted: Sun May 20, 2012 4:38 am    Post subject: Reply with quote

Thank you so much, Enno!

I'm all about tweaking the system, added a Rakashan (snow leopard) race. But not messing with the rules too much until I get a firm foundation for the system. I already have a rather large group (6) as it is, so tweaking the numbers of bad guys in the adventures is enough for me, for now. Razz

Again thank you,

Mac
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