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This page is intended for those who already have ZODIAC Second Edition characters and would like to convert them to the new Third Edition rules. The Third Edition Conversion Guide will attempt to make converting your characters as painless as possible.
STEP 1: ARCHETYPES
Archetypes have been completely removed, giving players more freedom in how they develop their character.
STEP 2: BASE STATS
There's no simple way to directly convert your stats to Third Edition, so you'll have to re-allocate your stat points. Follow these steps:
- Each stat has a base of 3.
- For every five experience levels your character has achieved, add an additional 2 to all five stats.
- You have 22 + (Level * 3) points to divide between the five stats, but no one stat may be higher than 13 + (Level * 2).
- At level 60 and every level afterwards, you gain one additional point to place wherever you want. Thus, a level 65 character would have 6 extra points.
- Finally, there is a maximum base stat value of 250. If any of your stats are above 250, you must re-allocate the extra points to other stats.
STEP 3: DERIVED STATS
Hit Points are equal to 30 + (Level * 3.5) + (VIT * 5).
Magic Points are equal to 5 + (Level / 2) + SPR.
See Chapter I for information on other Derived Stats.
STEP 4: SPECIAL ABILITIES
Characters who used Techs as well as White, Black, Red, or Call Magic in Second Edition will now use the Tech Creation System for their special powers. These characters should reference Appendix III to see how many Tech Points they have available to them. Blue Magic is essentially unchanged, but there are two new ways of learning enemy skills; characters with Blue Magic may choose one of the three upon conversion. The Second Edition method is now called Memory.
STEP 5: MINOR ABILITIES
Minor Abilities are mostly unchanged; however, you should check to be sure. Following is a list of Minor Abilities that were removed, along with the reason for their removal.
- Accumulate and Focus (redundant and unbalanced with stat-boosting Techs). Replaced with Peril and X-Magic.
- Chemist and Weapon Guard (passive).
- Endure and Resist (impossible to balance under the new system).
- Luck has been divided into Dice and Slots.
- Minor Magic (Magic was integrated into the Tech system; ability was unbalanced and did not fit the Minor Ability theme in the first place).
- Protect (weak).
- Terrain (impossible to balance).
STEP 6: EQUIPMENT
Because equipment has been condensed from 15 levels to 10 levels, existing equipment must be converted. Headgear has been removed; only Weapons, Armor and Guards remain. The Master has the final say on what level your equipment will be, we've provided a chart that shows suggested converted equipment levels for Weapons, Armor and Guards. Special Abilties and Draw Outs for weapons will need to be redone. See Chapter V for details on the new equipment.
| EXISTING EQUIPMENT LEVEL |
CONVERTED EQUIPMENT LEVEL |
| 1-2 |
1 |
| 3 |
2 |
| 4-5 |
3 |
| 6 |
4 |
| 7-8 |
5 |
| 9-10 |
7 |
| 11-12 |
8 |
| 13-14 |
9 |
| 15 |
10 |
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