Since I am basically converting the d20 SRD to d6, I need to address spell resistance. There is nothing like spell resistance in d6, but it's a thing in d20
In d20, spell resistance is an extraordinary ability to avoid being affected by spell. To effect a creature with spell resistance, a spellcaster must make a caster level check at least equal to the creatures spell resistance. Basically it's a armor class against spells. If the caster fails, the creature is unaffected.
Since armor class is not a thing in d6, but armor is. I am treating spell resistance like armor against spells. Basically, before rolling willpower, stamina, dodge, or whatever to resist a spells/Force powers effects, the creature makes a spell resistance check. Whatever power/spell being used must exceed the creatures spell resistance roll or it simply does not affect the creature.
In d20 some spells bypass spell resistance, some don't. That's too much trouble for my tastes and most of the time it's pretty obvious. So, assume a creature may make a resistance roll whenever they like to avoid effects.
Which bring me to another point. Many d20 spells allow saving throw. There are no saving throws in d6, but many powers can be avoided or mitigated with saves. In those cases the conversion is pretty simple:
Reflex Save = Dodge roll
Fort Save = Stamina roll
Will Save = Willpower roll.
Vancian Force-users can use the same skill as the spell in place of Dodge/Stamina/Willpower roll. For example, if they are attacked by an Evocation spell, they can roll their Evocation dice. Jedi can use Control in place of Dodge/Stamina/Willpower rolls.
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