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Old 01-01-2018, 12:49 AM   #13
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Converting D&D/Other Adventures to DFRPG

There's also the question of "What is a kobold?"

Kobolds aren't defined in the DFRPG as yet. They could be quite wimpy, with all attributes at 8, no improved secondary characteristics, and no skills above attribute level . . . Even from behind, they'll only grab someone or land a blow ~26% of the time – and grapples will be ST 8, while blows won't be accurate enough to aim at vital areas, will do 1d-3 or 1d-2 damage, and often won't punch through even DR 1-2. The kobolds will dodge at 7, and an injury of just 5 HP (easily managed by even a ST 10 wizard with a staff: 1d+2 crushing) is more than HP/2 and thus a major wound, and at HT 8, that's going to put a kobold on the ground ~74% of the time. And kobolds are both cowardly (so no All-Out Attacks to boost accuracy or damage) and poorly equipped (forget about armor, or weapons heavier than shortswords).

This is a specific example of the general, which is that stats can be adjusted to make any creature wimpier or scarier. You could even have a brain-damaged mindwarper or lich who botched the transformation and ended up weaker than in life, if you wanted that . . . The point being that if the adventure you're converting is for a few low-level characters, you're going to want to nerf a lot of creatures to be sensible matches for such heroes. The idea of monsters being highly standardized is commonplace today, but back in the days of early D&D modules, creatures were given full stats that weren't always the same everywhere.
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