文档介绍:Chapter 1: A Conversion Primer 2
Chapter 2: Class Conversion and Level Advancement 6
Chapter 3: Rifts Skill Conversions 14
Chapter 4: Rifts D20 Skill Descriptions 20
Chapter 5: Rifts Feats and Languages 41
Chapter 6: Environment Interaction: Size, Press and Movement 64
Chapter 7: Combat and Threats 68
Chapter 8: Determining Balance in a Rifts Game 93
Chapter 9: Specific Conversions and Optional Conversions 97
Introduction
What This Is and
What This Is Not
Introduction
What this is
This is a much needed conversion. The D20 System, made by Wizards of the Coast has its problems but not as much as the Palladium system does. I
love the Rifts setting very much, however the mechanics suck. Rifts has many fantastically done elements in it, Siembieda and his brilliant confederates
have a mastery of telling and creating a setting, though most importantly they know what to say and what to left unsaid about a hook. I am no Guru
about gaming, or a master of either system, but I think I have presented a reasonable conversion. It’s clunky, (maybe even a little more so than the
original system) but after the characters are done (by far the most cumbersome of the conversion) the DM is left to FIAT, fudge and DMD her way through
the story. Though there may be no real difference in the characters perspectives of how the game plays out, but to a storyteller, DM, GM, Keeper, Etc. the
difference is there. One of the best things about the D20 system is the fact that it is open ended (though some mechanics breakdown at upper reaches).
The Rifts system is open ended as well, but the skills and a few other nuances of the game may as well be as closed as a Rolemaster game (See chart 11-
subsection Q for skills and nuances vs. systems). The D20 system is clean, simple (at least superficially) and is, lets face it, sweeping the current
gaming market (with only White-Wolf seemingly safe for the moment, and maybe Godlike). Pall