11-17-2017, 03:56 AM | #1 |
Join Date: Dec 2015
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GURPS 40K RP conversions
Hey, anyone one ever tried to do 40k RP to GURPS or vice versa conversions? One of my friends is thinking of converting his campaign over because he thinks as we get further on the system is kinda restrictive. I have found some stuff someone wrote up for it but it seems pretty asinine on some things. Like strength 50 in 40k RP being equal to 25 in GURPS! that makes no sense. That would make my Dark heresy character, a normal human who I rolled high on his strength stat then bought two advance for, greater in strength then a 650 point superhuman melee specialist I have from an old campaign and I call total ******** on that.
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11-17-2017, 06:23 AM | #2 |
Join Date: Mar 2014
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Re: GURPS 40K RP conversions
Yes, a GURPS ST of 25 seems like too much for a 40k Strength of 50. I would suggest looking the Carrying, Lifting, and Pushing table in Dark Heresy for this.
50 in all characteristics allows a character to lift 157kg. That is almost as much as GURPS ST 15 allow you to lift with a two-handed lift, so it might be fair to say that ST 15 corresponds to 40k Strength 50. Last edited by Andreas; 11-17-2017 at 06:44 AM. |
11-17-2017, 06:32 AM | #3 |
Join Date: Feb 2016
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Re: GURPS 40K RP conversions
Direct numerical conversions are generally not useful. It's usually better to remake the same character concept in the new system.
I've been working on a GURPS Action 40k concept for a while, but I'm not sure how generally applicable it would be. I'm going for more a Ravenor/Eisenhorn style experience, so it's generally more cyberpunk than the 40k RPs. A more traditional version of GURPS 40k can be found here. It's vowfully incomplete, but makes a decient starting point for anyone attempting to do a conversion. |
11-17-2017, 06:40 AM | #4 |
Join Date: Aug 2005
Location: Denmark
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Re: GURPS 40K RP conversions
First off, it's a topic that's been discussed a lot before. You might be able to find something useful in older threads: http://forums.sjgames.com/search.php?searchid=4715357
Secondly, some general advice: Do not try to translate directly. I have run a Dark Heresy Campaign. It worked really well in GURPS. In fact, we felt it worked much better than the original system. But I didn't attempt to translate things directly. Instead I went for the feel of the game. Acolytes are above average humans, but they are not action heroes. Built them on 150 pts and you get characters that fit the powerlevel Acolytes are supposed to start at. Weapons aren't that powerful. even though wh40k is sci-fi and they have laserguns, they really are not that impressive. The stats should reflect this. wh40k battles are more like World War I battles. The stats of the weapons should reflect this. If you just use "lasgun stats" from GURPS:Ultra tech you will find that they do not behave like in the wh40k lore. I once made an attempt at statting up the weapons from Dark Heresy to GURPS: https://www.dropbox.com/s/exgj5y0do2...0gear.pdf?dl=0 (Not sure if that link works or not). Finally you WILL run into one major problem in GURPS. As soon as the players put on some full body armour, they will become pretty much immune to any sort of "natural attacks". Assuming you use Ultra-Tech inspired DR-levels. This means stuff like orcs or tyranids won't be able to hurt them in melee combat. The fix I made for that is to be very liberal with giving all sorts of critters Armour Divisor. So Orcs can channel "Waaagh" into giving their choppers an AD(2) or AD(3) and homagaunts scythes are simply naturally AD(3) and genestealer claws are AD(5) or even AD(10) so I'm sure they can get through even terminator armour. And so on. |
11-17-2017, 07:16 AM | #5 |
Join Date: Feb 2016
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Re: GURPS 40K RP conversions
One possibility is to give Orks and Tyranids cinematic advantages and cinematic skills. Orks with Weapon Master, Power Blow, and Breaking Blow would be really scary, especially if the Waagh gave them bonuses to cinematic skills. Tyranids with Trained By a Master, Power Blow, and Breaking Blow could would also be really scary, especially if the Hive Mind gave them bonuses to cinematic skills. In either case, I would give a bonus equal to the log of the Orcs/Tyranids within the same system to all cinematic skills for Orks/Tyranids.
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11-17-2017, 09:05 AM | #6 | |
Join Date: Dec 2015
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Re: GURPS 40K RP conversions
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11-17-2017, 09:18 AM | #7 |
Join Date: Feb 2016
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Re: GURPS 40K RP conversions
In 40k, melee weapons are overpowered compared to ranged weapons. One way to preserve the flavor of that type of thing would be to allow any character to purchase cinematic advantages so that they could purchase Breaking Blow and Power Blow (in which Breaking Blow-25 and Power Blow-25 might become quite common).
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11-17-2017, 02:33 PM | #8 | |
Join Date: May 2009
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Re: GURPS 40K RP conversions
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11-17-2017, 03:13 PM | #9 | |
Join Date: Jan 2014
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Re: GURPS 40K RP conversions
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It's like trying to do a GURPS WW2 game and then basing everything off of Medal of Honor or Call of Duty if you're going for the tabletop approach. It just strikes me as a weird thing to do, not using the fluff or "actual effects" for a game. |
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11-17-2017, 03:26 PM | #10 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS 40K RP conversions
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Either is possible to use as a source, but you can't expect the novels to be particularly consistent with each other, or the game. The game puts numbers on things where the novels don't, and gives you a clear way of comparing weapons with armour.
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Tags |
40k, attributes, gurps, skills. |
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