Some of you don't know that the nice folks at Atlas Games recently released Wanton Role-Playing, the OGL version of the wonderful, simple, great rules for Robin Laws & Jonathan Tweet's rpg Over The Edge. But they did do this thing, and you can go get it for yourself.
Initial thoughts on rendering d20 material into WaRP, for mix-n-match OGL fun, now ensue.
#0. I'm going to have to think about magic. Since I never did like Vancian magic, I have no problem ditching the whole thing in favor of weird alternative magic systems, and such. But I don't expect to come up with any good conversion of the standard spells-per-day-by-level framework.
#1. Having a trait that reflects your character's having a particular class gives her access to the whole spread of class features. It's just that ones that are higher level in d20 are more difficult in WaRP. As a first take, levels 1-3 are easy/1 die, 4-6 are moderate/2 dice, 7-9 are hard/3 dice, 10-12 are really difficult/4 dice, 13-15 are nearly impossible/5 dice, and 16-20 are nearly impossible/6 dice. I'm not currently feeling any urge to adapt 3rd edition epic stuff, but I am open to argument.
#1a. The above scaling reflects a long-standing bias of mine toward the mid-range levels, where I think a lot of the best stuff takes place. If I were to write this up formal-like, I'd include alternatives to put the higher levels closer to hand and further away.
#1b. It seems in the spirit of WaRP or maybe just the spirit of how I like to play to allow some swapping, so that what was originally a level 18 class feature trades place with one that's usually level 6. If the GM okays it, and she generally should, I'd think, the player would just make a note that her character can do X easily but finds Y really difficult, or whatever is appropriate.
#2. I never did feel like the OTE combat system was right for the rest of the game, and I'd ditch it in favor of the standard mechanics and consequences measured in temporary loss of dice in relevant traits. Experience dice can stand in for hit points, soaking some of the damage that would otherwise hit traits.
#2a. I probably want to increase the basic pool of experience dice some.
#2b. I don't want to hose the detailed martial possibilities altogether. Zooming in and out of combat detail, depending on participants' interests, needs some consideration.
#3. In most cases, one (1) trait will be associated with a d20 character class. This can be either superior or side - I think it works either way, depending on the rest of the character. Prestige classes will usually be narrow, and may also often be technical. They'll generally be new traits bought in the course of play, but some make fine sense for starting characters. I don't feel like WaRP D&D should get hung up a lot on prerequisite details; just write the trait explanation and sign to include them.
And that's as far as inspiration took me tonight.
