My Hot take:
I'd switch over to DFRPG for the spells, and then adapt spells you need over. Just try to 'realign' them to the new costs, durations, etc.
I have to read more into the DFRPG to see if I'd allow for Power-Ups and abilities from outside of it (personally).
But off the top I can say I'm not overly impressed with Holy Warriors.
Narrator:
New charactets that follow templates are to follow the new version.
So... are you still allowing characters to be made that aren't from, or that simply "color outside the lines" of, a template?
I'm still not sure what the drawback is to doing that.
quote:
Spells: I like creation spells...
Aside from Create Servant, Create Warrior, Create Animal, Create Mount, and Create Item what are missing that you need?
And note, that with a slight rethinking of Phantom, you can cover all the above spells (except Item)....
just not quite as cheaply.
But I can also see importing those spells and adjusting them to align with the DFRPG Spells.
quote:
I want necromancers to have the ability to make zeds.
Honestly... on this one I'd just make it:
Raise Zombie: Ally (Built on 10% [0.4]; 12 or less [x2]; Summonable, +100%; Requires and Uses Dead Bodies, -20%; Minion, +0%; PM, -10%) [2]
Undead Minions: Allies (Five servitor skeletons or zombies; Built on 10%; 15 or less; Minion, +0%; PM, -10%) [6], (10 servitors) [7], or (20 servitors) [9]
Necromancers uses the Raise Zombie spell to fill out his ranks, and if he has too many Zombies (more than his Ally group covers) he just starts losing them as they wander off, fall apart, etc. And of course Costs Fatigue and takes extra time can be added to make the "Raise" spell less character points.
This is to determine if his Ally group survives between missions. Obviously NPCs can have Zs be around as long you like, but PCs need some limitors.
For Elementals I'd just use the Elemental Ally from Summoners.
Alternately, if you want to keep the Raise*, Summon, Command, Turn, Bind spells as skills... then I'd change Summon Spirit to Summon (Spirit) (meaning specialized choosing from Ghosts, Elementals, Demons (Divine Unholy), Angels (Divine Holy), etc), and than do the same with Command (Spirit), Entrap Spirits, Repel Spirits, Sense Spirits, and Turn Spirits. Also change the prereqs for the Elemental versions to their Elements and Divine Holy/Unholy to the Gate college maybe (or honestly I'd leave those as Power Investure, so Divine Spirit folk are the realm of Clerics only).
Have Spirits hang around longer (for free) on Good reaction rolls and then just make a new Reaction Roll every [TIME] interval (half hour? Base Magic is generally an hour).
Sense (Ghost) would of course sense Incorporeal, including incorporeal Demons.
* Obviously you have add in Raise Zombie.
The only difference here is to actually allow those types for Command (Spirit) as it's already a specialized spell.
I'd obviously like to get a list of all the languages... at some point... also obviously I think you should keep doing Languages as you have. I think switching to the simplified DFRPG version would be a waste.
Ardenas Barehand:
Doesn't sound as if players will need to buy the DFRPG book unless they're creating characters, perhaps not then? I've got PDFs of a few of the old DF books, the ones I've needed, and I'm not very prone to getting everything related to DF/DFRPG, because my own preference is for a bit less "retro" game. If I ever have time to run my own campaign again, that is...
Not sure I'd call DFRPG a "retro" game.
It has a lot less "Hey we only hack and slash!" vibe than DF does, in fact it calls out going on quests. However it still wants to simplify town into a 2-dimensional backdrop... but then that's what DF does and it's not like that isn't ignorable.