Re: D&D Spellbooks as Bases
Sbarron - I understand the concern. Though I am new to the System, I find that diving in and messing with it is the best way to learn. A friend of mine also suggested that this helped him get an understanding. The plan is to convert what I need to and then convert a little more. If the conversion goes well, there are plenty of d20 modules that can be used.
Killer Shrike - I've found your website to be quite helpful in this endeavor. Being new, you just don't think of some of those things. I've made a considerable scratch into converting the main bad guy. This will help, along with everyone's suggestions, to see where everything sits. I think that because D&D is so "super heroic" (Feats and Special Abilities are quite powerful) that Hero is a logical choice for the conversion.
CourtFool - I agree, but also see above.
Fitz - Thanks for the input. There are lots of aspects to the D&D system, all help is appreciated.
Glupii - Can you give an example?
Halmade - I would be interested in seeing something written down. I haven't even begun to think about what to do for Clerical spells.
Another aspect which has aluded me is the Saving Throw. I was never much for the Requires a Skill Roll because it meant that the Wizard may not be able to get off the spell. However, it seems to me that using a Saving Throw and RSR is a little overboard. In D&D, if you hit the person, they usually didn't get a Saving Throw. If it was something more "automatic", you were given the chance. Of course, not all spells are consistant with this...
We've played a few times where there was a penalty associated with the casting of the spell based on its "Level" (-1 for first, -3 for second, etc) assigned to RSR. I don't know if it was bad dice rolling, but it seemed that our main Wizard had a hard time. How do you deal with progression of the Magic Skill? Is there a determined cap based on Total Character Points?
Also, what is everyone's feelings on giving the spells for free/slashed costs? In my Base Spellbook, I'm basically charging 1 CP, more if the conversion is considerably powerful. In a few of the examples above, people are giving them for free. I think the "Charges" option kind of justifies the means by keeping the amount of spells slinged to a minimum (not sure exactly the effect at higher levels). This allows the Wizard to be able to develop more of their character instead of putting all their points into the Spells. At 20 CP for a Level, it spreads the points over multiple "levels", much like D&D (requiring 2 levels to increase to the next Spell Level), the 15 points per level allows for this AND development. Fortunately, the adventure I want to convert tells where the PCs should be level-wise throughout the campaign.
Of course, I'm still open to other options.
Again, thanks everyone for your insight!