09-29-2020, 04:38 PM | #11 | ||
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Join Date: Aug 2004
Location: Sumter, SC
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Re: GURPS monsters/NPCs in D&D, take two
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An interesting adventure that demonstrated the limitations of D&D was City Beyond the Gate which had overly convoluted ways with regards to characters figuring out how modern things worked and a modest list of 'how this spell works differently'. In GURPS it is far easier to run that adventure. Quote:
Which brings me to the monsters. Between Dragon Magazine, the Fiend Folio (long before there was WoW there was the D&D Death Knight, ), Fiend Folio II, and all the rest D&D has an insane amount of critters though as Lava Children (Think Alfred E. Neuman and you get an idea what they look like) and Sheet Ghoul ("Killer laundry") shows not all of them were winners. D&D has more monsters for a dungeon simply because it has been around a lot longer and had a lot more support. The main thing GURPS has is its modular design allowing you to easily build anything you want.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 09-29-2020 at 05:03 PM. |
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09-30-2020, 01:34 AM | #12 | |
Join Date: Sep 2012
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Re: GURPS monsters/NPCs in D&D, take two
Why? Because I have a lot of GURPS books and I just got a huge pile of more of them through the recent kickstarter♥
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Most GURPS "humans" they meet will be pretty low-level. Like let's back-convert the CR1 Thug from the 5e Monster Manual. That's like a DR 2, ST 11 GURPS character with a Mace 12 skill and a Heavy Crossbow 11 skill. But take someone like Blackbeard from classic Swashbucklers. He is gonna be a horror to fight in combat with his 16 Swordsword skill. +12 to hit, 1d6+12 damage, 22 AC, but his weak saves and low HP make him susceptible to things like the Lightning Bolt spell. A disaster for someone trying to design a balanced battle but perfect for a more free-roaming, exploratory game where things and people just are what they are. Same for the Creatures of the Night: some of those horrors the party would have no chance against, others they can take down with a bit of strategy and luck, others still are easy one-by-one and scary in a group. That's just what I want♥ Looking at this now, I'm gonna go and edit my post and lower the AC by two. Blackbeard would still hit the 22 cap but normal people like the Thug would become a bit more fun to fight. GURPS' high defenses have been a problem every time I've tried it, especially before I knew about Deceptive Attack. |
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09-30-2020, 03:05 AM | #13 | ||
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Re: GURPS monsters/NPCs in D&D, take two
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The question is 'why go from GURPS to D&D rather than D&D to GURPS' NOT 'why do this at all'. Having used AD&D 1 and 2 I can tell you going D&D to GURPS is far saner than GURPS to D&D. Just look at all the handwaving it took to get the various magic GURPS systems to work in D&D and even that is not entirely balanced. For example, as I ran a bunch of 100 pt characters (around 5-6 level...it's hard to tell) though Tombs of Horrors and they basically trashed the place...until they got to the demi-lich. Quote:
"GURPS otoh could start lvl 1 with 125pts, 150pts, 250pts, 500pts"? Only if you look at the total cost with high attributes taking up the majority of points. If you go by Point Power Level then no. For reference: *Feeble: (below 25 points): Small children, mindless thralls, and zombies *Average (25-50 points): Ordinary folk. Point range of GURPS Historical Folks *Competent (50-75 points): Athletes, cops, wealthy gentry *Exceptional (75-100 points): Star athletes, seasoned cops *Heroic (100-200 points): People at the realistic pinnacle of physical, mental, or social achievement. *Larger-than-Life (200-300 points): Leading roles in kung fu movies, fantasy novels, etc; GURPS Dungeon Fantasy characters are 250 points. *Legendary (300-500 points): Protagonists of epic poems and folklore. Monster Hunters are 400 points. *Superhuman (500-1,000 points): Those who have transcended humanity and powerful creatures of fantasy. *Godlike (over 1,000 points): True demigods To claim a 1st level D&D character is a "superhuman" character (barring the ability to roll high attributes) doesn't pass the giggle test. A long time ago on usenet compared Dai Blackthorn (100 pts in Classic GURPS, ~160 pts in 4e) to an AD&D thief: Dia's Traps skill is on par with s 9th level Thief and in the areas of Pickpocket, Lockpicking, and Stealth (Move Silently and Hide in Shadows) Dia is slightly better than a 14th level thief. Assuming AC 10 roughly equates to Dodge 4 (and Parry and Dodge equivalent are in AD&D hit points) Dia hits better than a 16th level thief. Hear Noices (a perseption roll in GURPS) is so pathetic that a 25pt GURPS character with an IQ 11 is better than a 17th level thief which of course puts Dia with an IQ 12 right off the AD&D1 thief table. Interestingly this 160 pt character is not even to 1st level Thief standards in his climbing ability.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 09-30-2020 at 05:55 AM. |
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09-30-2020, 03:46 AM | #14 |
Join Date: Sep 2012
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Re: GURPS monsters/NPCs in D&D, take two
Not sure a "Why D&D is better than GURPS" rant would be appropriate in here.♥
Both games have their weak spots, D&D with its frustrating levels&XP mindset, and GURPS with its focus on character skill over player skill. We are all on the same page that combining things we like from separate systems can be a fun way to get more material, as suggested on page B5. Whether that is letting D&D monsters fight GURPS PCs by porting monsters in that direction, or doing it the other way around like I'm doing here. Could I house rule a version of GURPS that worked the way that I wanted? No character points, no 3d6, no Fast-Talk, no hex grid, one roll per attack instead of attacker/defender rolling separately? Sure, and I just might one day for some future campaign♥ (It's a li'l bit frustrating for purposes of such a house rule set that GURPS isn't open source; I'd be spending a lot of effort doing domething I couldn't easily share. It'd make more sense to make my own game.) I'm running a big D&D campaign and I'm using sources from all kinds of games. I also have ported over monsters from Forbidden Lands in there and there are a lot of people who think FL is better than D&D as well. It's weird, for all the talk on p B5 about how GURPS books are universal and can be used with other systems, it's not always clear exactly how to do that. Skill systems like BRP, Fudge and SWN/Traveller map easily enough, I guess, and now D&D DMs can join the fun♥ |
09-30-2020, 06:32 AM | #15 | ||
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Location: Sumter, SC
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Re: GURPS monsters/NPCs in D&D, take two
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Never mind a player builds a GURPS character rather then being "locked in" to what the class has and weird kludges to get out of that little box. Yes there was that thing in AD&D 2 that allowed you to build classes but it make D&D4 look sane IIRC. Quote:
Ignoring the nightmare that is D&D 4e there is a huge range of options even if you ignore the various various suggested patches to D&D that appeared in Dragon magazine or the Complete (whatever) books. Considering I wrote the GURPS magic systems in D&D way back in 1986 and have tweeked over the years it to be more applicable to D&D beyond 1e while adding more stuff I find that "and now D&D DMs can join the fun" to be ROTFLOL hysterical. As a D&D DM I was doing this 34 years ago (gads I'm old). The mechanics in supplements like GURPS Magic, Horror, Religion, and Thaumatology are far easier to bring over than the monsters in those works. Converting a monster from D&D to GURPS is annoying; doing the reverse it is just saner to go with the concept and adapt whatever is in the various Monster Manuals.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 10-04-2020 at 07:41 AM. Reason: spelling |
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09-30-2020, 06:40 AM | #16 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: GURPS monsters/NPCs in D&D, take two
Sorry, "Eye of Death", DF Monsters 1 p 14. Basically a large floating eyeball that shoots death and destruction.
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09-30-2020, 06:57 AM | #17 |
Join Date: May 2007
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Re: GURPS monsters/NPCs in D&D, take two
I feel like, with all the beholder-kin available in DnD, there ought to be some that are close enough to run with.
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09-30-2020, 07:02 AM | #18 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: GURPS monsters/NPCs in D&D, take two
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I am always skeptical of conversion formulas. It is always better to decide what a character or monster is LIKE and express that idea in the native language of the target system. I find your requirement that only a rigid formula will do and that making case-by-case conversions won't to be unjustified and indeed unexplained. If you decide that a GURPS FooMonster has X hit dice and magic ability Y in D&D, and you come up with those just by eyeballing it, so long as all your D&D FooMonsters have the same stats, what's wrong with that? |
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09-30-2020, 10:41 AM | #19 | |
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Re: GURPS monsters/NPCs in D&D, take two
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"Because of the flexibility in GURPS there is simply no way to convert a class level combo into a point total. It is better to convert concepts than actual raw power." "One aspect of D&D attributes that makes them hard to convert is that in addition to adjusting skills most of them confer what in GURPS terms would be called advantages (or if they are low enough disadvantages). Another factor is D&D attributes model things that are done by different attributes in GURPS. " The reverse is even more true as many things are built-in to the base rules and so don't really show up in attributes and advantages. For example based on the way D&D handles weapons does this mean that every fighter has Weapon Master [40] "baked in"? If so any converted GURPS "fighter" is going to be at a major disadvantage. Similarly what in the sam hill do the various types of Unkillable translate too?
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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09-30-2020, 11:52 AM | #20 | ||||||||
Join Date: Sep 2012
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Re: GURPS monsters/NPCs in D&D, take two
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It's not exactly clear how to use a GURPS book as a supplement for another game. I think I have some pretty good ideas now on how to do that. Quote:
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The point of the formula is to be able to have a book and use stuff from it on the fly. With our table rules I'm not allowed to make up stats on the fly. I understand that most GMs and DMs don't have such table rules and that's fine♥ Whatever works for your group.♥ Quote:
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That's already similar to how the new D&D works. Like the Thug I used as an example earlier has Mace +4 (the equivalent of Mace-12) and Crossbow +2 (the equivalent of Crossbow-11). For an all GURPS-example, it's also kinda similar to how wildcard skills work or how classes work in GURPS Ultra-Lite. We don't need to have the same name for the skill just as long as we both know what to roll. Maybe you are Sword!-12 and the other person is Shortsword-12 and the third person is Knight-2 (two levels of Knight in Ultra-Lite). They all need to roll 12 or lower. I don't know what Unkillable is. |
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conversions, dnd |
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