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Gw2 Table Top RPG


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@mike.6957 said:Welcome to the world of Table Top, it is fun and you can complete almost anything you can imagine.

Trying to recreate a for game into an RPG is a daunting task. If this is you and your friends first adventure into Table Top RPGs, might I suggest you not try to create a one to one conversion. Since you are going with D&D, just keep those classes the same and start by using the world of Tyria as your setting. If you try to convert every class into a perfect match, you are going to find it really difficult.

So I would keep the classes as they are in D&D (Fighter, Cleric, Wizard, Thief, Warlock, Sorceror, Bard). Use the already given races to reskin as Tyria:Human = HumanAsura = Gnome or HalflingCharr = Dragonborn (Minus breath weapon)Sylvari = ElfNorn = Really tall Humans

Keep it Simple until you master the mechanics

Well i kickstarted tabletop quick quickly since the original post and am quite comfortable with homebrew.

I tweak the main races and take race features but for example the humans get something sinilar to the dragonmark humans of eberron but with a fomain spell list of their ogd of choice or the sylvari get the option to increase their bioluminosity to create light etc.

For the classes i am dead set to creatw new ones from scratch, although i will jigsaw some feature together for cwrtain classes-subclasses features. Berserker will be for example somewhat sinilar to barbarian in subclass feature.

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@kharmin.7683 said:

@kharmin.7683 said:Might I suggest 13th Age as a basic ruleset? It's very open and more focused on the story-telling and character interaction aspects than 5e IMO

Well its DM dependend how well story is told. And because i am familiar with 5e and like its 3 pillars of gameplay i think enhancing some of them may be enough.

I sadly have not the time to learn an additional mechanic system, so i stay with 5e.

No skin off of my teeth. Just a suggestion. Of course, run with whatever makes you comfortable. ;)

Np. The faster i may be able to adapt it the better. But maybe i will give the system a read down the line. Dome ideas for inspiration are always nice^^

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@InsaneQR.7412 said:

@"GDchiaScrub.3241" said:
Warning: Necromancy Magic was used to cast
Bump
on this thread.

Did this idea get anywhere?

D:

...I scrapped the idea of making it from scratch after 12 weeks.'

RIP. Although 5e (and I guess Pathfinder 2.0) get close, so you're probably fine with those. Obviously, GW2 won't be translated 1:1 to any tabletop unless you like keeping track of all the variables computers handle for video games...

I will make a campaign settibg for DnD 5e, because its the one i play and I am most familiar with.

This should probably happen first. Although less so setting, more so a short module with a page for the module's local setting. Of course, mention important lore relevant to the module as it goes along. One big gripe with 5e's DM's guide is that it started with large scale ideas (governmental systems, gods, factions, currencies, etc.) that probably wouldn't come to fruition early on. Then it tells you to start small...ironically.

So, in practice. Don't have more than 3 "maps" and don't have more than 3 significant NPCs (this keeps your scope manageable). First map can be a caravan with one npc, as if the players are escorting the caravan to a Point of Interest (POI). Allow time for the social/exploration, then there can be a form of an ambush and/or environmental obstacle (how that occurs is up to you). A second map for a "dungeon" or a Vista, where we are assuming the players are exploring to find where the ambush came from or resources to resolve an obstacle. Then lastly, the third map for the POI to finish the module with rewards and/or more socializing. You can add 2 more important npcs outside of the caravan driver where one could be for the second map and another for the last map. Keep it basic allowing it to slide into any campaign.

Depending on what you include for each map you can bring up setting details instead of info dumping grand schemes too early. After the module bit is where you can get into the nitty-gritty of Tyria.

I am working on the classes atm (each will get 3 subclasses)

I'd do classes last honestly. There are a ton of classes/subclasses out there already that can be re-used or for inspiration that have 5e as their system. If you do choose to do this only do two (one class that is martial, and one class that focuses on magic). So probably Warrior and Elementalist. Most of GW2's classes that have magic often act like gishes (e.g. half casters with melee weapons and magic), so figuring out how these two work provides foundation for the others.

Examples here.

I will make a combofield ruleset and a ruleset for weaponswapping and dodgerolls (dodge action enhanced).

Correction. Do this first technically.

First, Combofields will be the hardest and there isn't a great structure for them in 5e. It's probably something you might pass on then return to later as it might require more effort.

Second, honestly you don't really need to change the Dodge Action rather add another reaction (don't have it increase AC because 5e stresses not having multiple +AC bonuses for balance reasons). For example call it Tumble instead: as a reaction to being affected by a spell or attack that you can see, you attempt to roll up to 15 feet in a line to an unoccupied space to avoid harm. Your movement doesn't provoke opportunity attacks, but you fall prone if you did not take the Dodge Action this round. The prone and 15 feet is for balance as you don't want to give everyone a free movement boost (e.g. getting up from prone requires half their movement speed), while it should also encourage use of the Dodge Action.

Third, not sure what you mean by weapon swapping unless you intend to draw/stow weapons more freely than what is written in 5e (I think normally doing so eats up action economy).

Bestiary will be last.

Don't do this last but rather alongside whatever creatures are necessary for the module as mentioned previously and not much more. That being said, in general avoid giving creatures more than 3 spells if they're not special unless you like remembering everything...

P.S.P.S.S: Personally. I think GW2 is harder to translate to tabletop than GW1. This MMO often rolls many effects into one skill/spell/whatever, while its predecessor's skills were simpler individually. Of course, this MMO is far more action orientated partly for that reason.

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@""GDchiaScrub.3241"Thx for the input.

As a note: No i wabted to make it more akin to theros or ravnica in terms of finction.So maybe 3-5 plot hook adventures, basic lore, the races, classes etc.For a module i lack the necessary story writing skills.

For combofields: I look into DOS2 type of combofields. Which will basically entain certain keywords onto existing spells (so its a tool the DM can allow) to give them the ability to create special effects.

An example on weaponswap: As a bonus action you can swiftly swap weapons to a second weapon set even in between attacks.

On dodge roll: I thought about giving that to a player twice per combat.As a reaction you can move up to 15 feet in a direction. Any attack that would target you before the dodge roll has disadvantage on the attack and you have advantage on Dex saves.So its a limited movement or survivability option for deeper tactics.

Bestiary will be long because of all the dragon minions. And i am less enthusiastic doing many stat blocks instead of create fitting gw mechanics.

PS: Mechanically i plan on hit a sweet spit in between gw1 and the sequel.

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  • 5 weeks later...
  • 5 months later...

@Becky.8045 said:Wow, that is an ambitious project. I think you are doing great!Without actually playtesting the class I can't say much about balancing (and balancing would need others for comparison of course)... I am going to bookmark this thread. ;)

Well i already revamped already parts of the warrior at this point.Thx btw.I am currently a bit busy IRL but i actually have a more or less streamlined design for all classes (necro is a bit struggle tbh).

I am gonna update this thread as soon as i finish all heavies.If able i also add the combofield system but dont count on that.

Happy to see more ppl to eagerly await the resource.I have to say though that it may wait sometime until i finish my degree. Maybe arround summer i will get some of it done.

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  • 4 months later...
On 6/4/2021 at 6:48 AM, InsaneQR.7412 said:

Small update for allmppl following this:

 

I just finished my degree and while i am on jobhunt i might have more spare time to further develop this GW2 5e Resource.

 

So anyone excited for Guild wars classes translated into DnD as a headsup.

That sounds insanely fun. A Tyria/Eberron crossover module would be fantastic, if you're taking requests. Lolth as a denizen of the Mists. The possibilities are endless. Looking forward to what you come up with.

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18 minutes ago, Danger Ferret.6342 said:

That sounds insanely fun. A Tyria/Eberron crossover module would be fantastic, if you're taking requests. Lolth as a denizen of the Mists. The possibilities are endless. Looking forward to what you come up with.

 

Mainly i focus on making playable races an all 9 professions (as a replacement of all current classes).

 

I also have some thoughts on the combo system but so far i havent worked on it.

 

For the module itself i will not work on that. I am a long term homebrewer but rather a newbie DM. So i am not used to write adventures or dice tables. Thus i focus more on classes, class mechanics and merging of class features.

 

Maybe later if this had good feedback or yielded any succcess i do a monster manual style compendium or something similar.

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1 minute ago, InsaneQR.7412 said:

 

Mainly i focus on making playable races an all 9 professions (as a replacement of all current classes).

 

I also have some thoughts on the combo system but so far i havent worked on it.

 

For the module itself i will not work on that. I am a long term homebrewer but rather a newbie DM. So i am not used to write adventures or dice tables. Thus i focus more on classes, class mechanics and merging of class features.

 

Maybe later if this had good feedback or yielded any succcess i do a monster manual style compendium or something similar.

That's great. No need for you to cover all the bases. It's a cool project.

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  • 2 months later...

Small update on the project: Here is my reddit post on the Gw2 Warrior in 5e.

The base concept is finished and only small changes and new subclasses will be added.

 

Feel free to critize the design. Keep in mind that those classes are designed to replace core 5e classes so there will be a lot of overlap.

 

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  • 1 year later...

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