now, for some things i dont need help, such as the elven races, tabaxi and lizard folk being fine for a elderscrolls campign, but l do need advice for stuff like the human races.(breton, nord and imperial)
For example, should bretons just be half elfs, or their own variant of human. Speaking of Vumans, would imperals be normal humans and nords be Vumans, or the reverse? Should l make separate variant races for them? If so, advice on what stats to give them would be welcome.
Also, Birth sighs. l was thinking of haveing them as feats, decided by rolling a D12 (one for each month) but how would the serpant sign be decided?
l already made the atronach, but l really need advice for converting stuff like the apprentices "extra magic, but you become weak to magic" thing.
All advice (except telling me its dumb/ not to waste my time,ect) is welcome.
Edit 1: ok, so l found that a user by the name of Elessar106 has uploaded "dndified" birth signs, under the name "BS: ". Havent looked them over yet, but l am hopefull for either ideas, or just useing them for myself, thus saveing time. That said, l still welcome advice for makeing birth signs.
E3: l only need help with things not native to DND, such as the birthsigns, especialy the magic related ones. If its already in dnd, like the 3 elven races, spell schools, smithing, ect, l dont need to do anything. In other words, lm good on role play and lore, but if it requires stats, specifically ones not already present in 5e, l need help.
E4: to be clear, i am not trying to make skyrim (the videogame) in dnd. I am makeing a homebrew campaign setting based on tamrial and the elder scrolls universe. Some things, like the high elfs translate without needing changes, tabaxi and lizard folk can be turned into khajiit and argonians with a simple name change and a extra racial trait. If it isnt broken, like dnds item crafting, it stays RAW. This thread was made for advice on converting things like the birth signs and human races into dnd (which lt has helped with).
The only homebrew system l plan on makeing is for soul gems, and thats mostly done at this point, all it needs is play testing.and some final adjustments
How do you plan to "import" Skyrim's Smithing process into D&D? I have an interest in this. Upgrading weapons and armor, and even smithing new components for "associates" would be a great mechanic to add to D&D, but that would need a heck of a lot of thought to keep it from running away and unbalancing the game.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I don't know anything about Elder Scrolls, but Vumans and Humans aren't physically different, Vumans just don't have terrible stats.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I don't know anything about Elder Scrolls, but Vumans and Humans aren't physically different, Vumans just don't have terrible stats.
And technically, Variant humans were supposed to represent all the various races/ethnicities/tribes of humans. Just pick a different feat and skills to fit your culture.
I am curious as to what end you are attempting to replicate Skyrim into Dnd. There are a lot of things that would transfer fairly easily, since there are mirroring mechanics within the two game systems, but certain things, like level scaleing are very very different between the two. Being level 20 in dnd is dramatically different then being level 20 in Skyrim.
So again I ask, to what end are you trying to introduce Skyrim to dnd?
Technically, the "Dwarves" of the Elder Scrolls games are actually a variant of Elves, and don't resemble the iconic "dwarf" at all (in appearance, stature, or culture/heritage). There is also the minor technical problem of them no longer existing...
Regarding the Mannish Races of Tamriel: Half-Elves would be a good substitute for Bretons, you might reskin a dwarf or goliath race into Nords, Redguards could be V-Humans (require a martial combat based feat). Imperials would be generic Humans
Altmer, Bosmer and Dunmer Elves can be represented all by elves (High, Wood, and Drow subrace) with appropriate changes to culture/heritage.
Birthsigns I would offer as being similar to dragonmarks, or to feats (which you could allow them to choose from as an ASI or just grant as an "extra")
I am curious as to what end you are attempting to replicate Skyrim into Dnd. There are a lot of things that would transfer fairly easily, since there are mirroring mechanics within the two game systems, but certain things, like level scaleing are very very different between the two. Being level 20 in dnd is dramatically different then being level 20 in Skyrim.
So again I ask, to what end are you trying to introduce Skyrim to dnd?
l am more familiar with elder scrolls then dnd, and think it would be cool to have a TES setting. So until Wotc And Bethesda team up for a "Guide to Tamriel", l will have to homebrew stuff myself.
Obviously l cant make it 1-1, but l want to get it as close as possable. As shown, l already made the atronach, sign, and l just made a nord (not currently public) so l made this thread for ideas on other TES things, and ways to convert them into 5E, such as mana related abilitys into the spell slot system.
How do you plan to "import" Skyrim's Smithing process into D&D? I have an interest in this. Upgrading weapons and armor, and even smithing new components for "associates" would be a great mechanic to add to D&D, but that would need a heck of a lot of thought to keep it from running away and unbalancing the game.
Well, smithing is kinda already in dnd. if the player goes to a forge with some smith tools and some metel, they tell you what they want to make, you decide the dc, and then they make it (or fail if they roll low) or just hire someone to make it for you. Same for enchanting. Makeing magic items is already in dnd, heck, thats the artificers whole gimmick.
l just need help with stuff not already present in game, like races and abilitys, especialy magic related ones. stuff like schools of magic, or other stuff that is already in both games, like high,wood, and dark elves, can be placed in a TES setting with very few changes,if any.
Technically, the "Dwarves" of the Elder Scrolls games are actually a variant of Elves, and don't resemble the iconic "dwarf" at all (in appearance, stature, or culture/heritage). There is also the minor technical problem of them no longer existing...
Regarding the Mannish Races of Tamriel: Half-Elves would be a good substitute for Bretons, you might reskin a dwarf or goliath race into Nords, Redguards could be V-Humans (require a martial combat based feat). Imperials would be generic Humans
Altmer, Bosmer and Dunmer Elves can be represented all by elves (High, Wood, and Drow subrace) with appropriate changes to culture/heritage.
Birthsigns I would offer as being similar to dragonmarks, or to feats (which you could allow them to choose from as an ASI or just grant as an "extra")
All good points! l already thought of the elf things, including the lack of dwarfs, though the ideas for nords and redguards are good. As for the birth signs, l was thinking of making players roll a D12 on character creation to decide their birth sign, which would be given then and there. (dont know how to decide who gets the serpent though.)
If you are trying to translate things from Skyrim into D&D and have it be a faithful recreation I think you are going to have a lot of difficulty without building some new complicated mechanics. Things like skill leveling don't really work in Dnd5e. Lets take smiting for example. There is no base game mechanical benefit to being a master smith or a novice as long as you can make a sword. Short swords are always going to do the same amount of damage. If you attempt to increase the damage the sword does because of the "skill" of the crafter you are going to have to account for every possible skill level with ever possible ability check affiliated with it. This creates a ton of lose modifiers that the players and the Dm need to take care of. Now consider that for every applicable skill in the game. There is also the issue of having skills be tied with abilities. In Skyrim having a high sneak gives you bonus damage. In Dnd that is a class ability, and not tied to a skill at all.
If you just want to translate some of the races from the game into Dnd terms, a lot of the races can be directly translated. If the only races you'll players will have access to are those races then it wont matter if they are balanced to fit within the other races. As long as you keep your designs balanced with each other it doesn't matter if they are balanced outside of your game. This applies to races, spells, enemies, and anything else you can think of.
I do warn you against trying to replicate a Skyrim experience within dnd. The two systems seem superficially comparable but are immensely mechanically different and a combination of the two would be arbitrarily complicated and much more akin to some of the things from older editions where those sort of extrapolations and floating modifiers were much more common.
Im not trying to make skyrim (the videogame) in dnd. I am makeing a homebrew campaign setting based on tamrial. Some things, like the high elfs translate without needing changes, tabaxi and lizard folk can be turned into kajjitti and argoianans with a simple name change and a extra racial trait. If it isnt broke, like dnds item crafting, it stays RAW. This thread was made for advice on converting things like the birth signs and human races.
The only homebrew system l plan on makeing is for soul gems, and thats mostly done at this point, all it needs is play testing.
Gotcha. I didn't understand what you wanted and wanted to make sure I understood.
Like I said, as long as things are internally consistent within your world setting you will probably be fine. I personally don't see a problem with slapping Cold resistance as a racial trait onto a human and calling it a Nord.
now, for some things i dont need help, such as the elven races, tabaxi and lizard folk being fine for a elderscrolls campign, but l do need advice for stuff like the human races.(breton, nord and imperial)
For example, should bretons just be half elfs, or their own variant of human. Speaking of Vumans, would imperals be normal humans and nords be Vumans, or the reverse? Should l make separate variant races for them? If so, advice on what stats to give them would be welcome.
Also, Birth sighs. l was thinking of haveing them as feats, decided by rolling a D12 (one for each month) but how would the serpant sign be decided?
l already made the atronach, but l really need advice for converting stuff like the apprentices "extra magic, but you become weak to magic" thing.
All advice (except telling me its dumb/ not to waste my time,ect) is welcome.
Edit 1: ok, so l found that a user by the name of Elessar106 has uploaded "dndified" birth signs, under the name "BS: ". Havent looked them over yet, but l am hopefull for either ideas, or just useing them for myself, thus saveing time. That said, l still welcome advice for makeing birth signs.
Edit 2: link to birth signs:https://elderscrolls.fandom.com/wiki/Birthsigns
E3: l only need help with things not native to DND, such as the birthsigns, especialy the magic related ones. If its already in dnd, like the 3 elven races, spell schools, smithing, ect, l dont need to do anything. In other words, lm good on role play and lore, but if it requires stats, specifically ones not already present in 5e, l need help.
E4: to be clear, i am not trying to make skyrim (the videogame) in dnd. I am makeing a homebrew campaign setting based on tamrial and the elder scrolls universe. Some things, like the high elfs translate without needing changes, tabaxi and lizard folk can be turned into khajiit and argonians with a simple name change and a extra racial trait. If it isnt broken, like dnds item crafting, it stays RAW. This thread was made for advice on converting things like the birth signs and human races into dnd (which lt has helped with).
The only homebrew system l plan on makeing is for soul gems, and thats mostly done at this point, all it needs is play testing.and some final adjustments
I don't know anything about elder scrolls, but I might be able to help with D&D side and reflavoring races.
For birth signs, you could use the supernatural gifts from theros.
I was thinking Dragonmark from eberron, but I don't actually know what birth signs are/do.
could have sworn l gave a link in the og post. oh well, here you go: https://elderscrolls.fandom.com/wiki/Birthsigns
I love Elder Scrolls, but am not that versed with the converting to D&D ^^°
For Bretons Half-Elves would make sense, as they sometimes do have pointed ears, depending how much elven blood remains in them.
For the other humans... hmm, I'd say Imperials would be "normal" humans and the others, Nords and Redguards, should be Variant Humans.
I'd also agree with making the Birthsigns Feats, maybe look at the Standing Stones from Skyrim, or the Mundus Stones from ESO.
(I prefer the UESP to the fandom wiki, imo it has much more information about all the Elder Scrolls games/lore)
How do you plan to "import" Skyrim's Smithing process into D&D? I have an interest in this. Upgrading weapons and armor, and even smithing new components for "associates" would be a great mechanic to add to D&D, but that would need a heck of a lot of thought to keep it from running away and unbalancing the game.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
I don't know anything about Elder Scrolls, but Vumans and Humans aren't physically different, Vumans just don't have terrible stats.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
And technically, Variant humans were supposed to represent all the various races/ethnicities/tribes of humans. Just pick a different feat and skills to fit your culture.
Ok, so they are thematically similar to dragon marks, but mechanically different.
Maybe base them all off the aberrant Dragonmark feat.
I am curious as to what end you are attempting to replicate Skyrim into Dnd. There are a lot of things that would transfer fairly easily, since there are mirroring mechanics within the two game systems, but certain things, like level scaleing are very very different between the two. Being level 20 in dnd is dramatically different then being level 20 in Skyrim.
So again I ask, to what end are you trying to introduce Skyrim to dnd?
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
Technically, the "Dwarves" of the Elder Scrolls games are actually a variant of Elves, and don't resemble the iconic "dwarf" at all (in appearance, stature, or culture/heritage). There is also the minor technical problem of them no longer existing...
Regarding the Mannish Races of Tamriel: Half-Elves would be a good substitute for Bretons, you might reskin a dwarf or goliath race into Nords, Redguards could be V-Humans (require a martial combat based feat). Imperials would be generic Humans
Altmer, Bosmer and Dunmer Elves can be represented all by elves (High, Wood, and Drow subrace) with appropriate changes to culture/heritage.
Birthsigns I would offer as being similar to dragonmarks, or to feats (which you could allow them to choose from as an ASI or just grant as an "extra")
l am more familiar with elder scrolls then dnd, and think it would be cool to have a TES setting. So until Wotc And Bethesda team up for a "Guide to Tamriel", l will have to homebrew stuff myself.
Obviously l cant make it 1-1, but l want to get it as close as possable. As shown, l already made the atronach, sign, and l just made a nord (not currently public) so l made this thread for ideas on other TES things, and ways to convert them into 5E, such as mana related abilitys into the spell slot system.
I'd ignore the race rules in the D&D books and treat the Tamriel races as a straight human, with the following.
Altmer - 1 additional level 1 spell slot (only if the character has the Spellcasting feature)
Argonian - water breathing, swim speed, advantage on saves vs disease
Bosmer - resistance to poison damage
Breton - advantage on saves vs spells (too powerful?)
Dunmer - resistance to fire damage
Imperial - advantage on CHA checks in social situations
Khajit - darkvision, 1d4 unarmed attacks (claws), can't wear boots or gloves :-)
Nord - resistance to cold damage
Orc - reckless attack
Redguard - resistance to poison damage
Well, smithing is kinda already in dnd. if the player goes to a forge with some smith tools and some metel, they tell you what they want to make, you decide the dc, and then they make it (or fail if they roll low) or just hire someone to make it for you. Same for enchanting. Makeing magic items is already in dnd, heck, thats the artificers whole gimmick.
l just need help with stuff not already present in game, like races and abilitys, especialy magic related ones. stuff like schools of magic, or other stuff that is already in both games, like high,wood, and dark elves, can be placed in a TES setting with very few changes,if any.
All good points! l already thought of the elf things, including the lack of dwarfs, though the ideas for nords and redguards are good. As for the birth signs, l was thinking of making players roll a D12 on character creation to decide their birth sign, which would be given then and there. (dont know how to decide who gets the serpent though.)
Good ideas, especialy for the humans. this gives me some ideas...
If you are trying to translate things from Skyrim into D&D and have it be a faithful recreation I think you are going to have a lot of difficulty without building some new complicated mechanics. Things like skill leveling don't really work in Dnd5e. Lets take smiting for example. There is no base game mechanical benefit to being a master smith or a novice as long as you can make a sword. Short swords are always going to do the same amount of damage. If you attempt to increase the damage the sword does because of the "skill" of the crafter you are going to have to account for every possible skill level with ever possible ability check affiliated with it. This creates a ton of lose modifiers that the players and the Dm need to take care of. Now consider that for every applicable skill in the game. There is also the issue of having skills be tied with abilities. In Skyrim having a high sneak gives you bonus damage. In Dnd that is a class ability, and not tied to a skill at all.
If you just want to translate some of the races from the game into Dnd terms, a lot of the races can be directly translated. If the only races you'll players will have access to are those races then it wont matter if they are balanced to fit within the other races. As long as you keep your designs balanced with each other it doesn't matter if they are balanced outside of your game. This applies to races, spells, enemies, and anything else you can think of.
I do warn you against trying to replicate a Skyrim experience within dnd. The two systems seem superficially comparable but are immensely mechanically different and a combination of the two would be arbitrarily complicated and much more akin to some of the things from older editions where those sort of extrapolations and floating modifiers were much more common.
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
Im not trying to make skyrim (the videogame) in dnd. I am makeing a homebrew campaign setting based on tamrial. Some things, like the high elfs translate without needing changes, tabaxi and lizard folk can be turned into kajjitti and argoianans with a simple name change and a extra racial trait. If it isnt broke, like dnds item crafting, it stays RAW. This thread was made for advice on converting things like the birth signs and human races.
The only homebrew system l plan on makeing is for soul gems, and thats mostly done at this point, all it needs is play testing.
Gotcha. I didn't understand what you wanted and wanted to make sure I understood.
Like I said, as long as things are internally consistent within your world setting you will probably be fine. I personally don't see a problem with slapping Cold resistance as a racial trait onto a human and calling it a Nord.
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."