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12-26-2017, 02:49 PM | #1 |
Join Date: Sep 2004
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Converting D&D/Other Adventures to DFRPG
So, something I've been wondering, to make it (slightly) easier on myself in case I wanted to start a DFRPG campaign, would be to take some old adventure modules (now available on drivethrurpg) and converted them to GURPS stats.
Has anyone worked on such conversions, and if so, any advice? |
12-26-2017, 06:18 PM | #2 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Converting D&D/Other Adventures to DFRPG
The general experience is that converting is a pain. It saves you some time, but not all that much.
On the positive side: 1. Maps are already drawn. 2. Combat encounters already exist. 3. You probably have fond memories of the product, or alternately, have always wanted to run the product and now you get the chance to run it in DFRG. On the negative side: 1. The maps generally don't have very many non-combat challenges, so you have to go and add opportunities for people to climb, jump across ledges, duck under stuff, and otherwise make Thieves and Martial Artists more useful. 2. Combat balance between some other game and GURPS is going to be very different. A lone golem can be anything from a push-over to a deadly fight in the source material, and in GURPS it can be anything from a push-over to a deadly fight. You're going to have to decide the challenge for each encounter that you adapt, and sometimes its going to be very hard to hit the right level. Case in point: I adapted Keep on the Borderlands a few years ago. There's an encounter with a lone ogre that is fairly terrifying for 5-6 1st or 2nd level Basic D&D characters. In GURPS, the Scout shot it in the eye without even pausing. Similarly, the dinosaurs from Isle of Dread are moderately nasty if they start close to you in D&D, but are arrow bait in GURPS at just about any range. 3. Related to the above, a lot of published adventures suffer from the "horde of humanoids" problem. The opposition is mostly human-type enemies who fight in melee and maybe have some archers and possibly a spellcaster. This can work fine in some other games, but in DFRPG, you want a lot more variety in monsters or only the Scout and Swashbuckler will really shine. Taking all that into account, my advice is to use published adventures as a source of inspiration. Redraw the maps to suit your purposes. Don't bother doing a mechanical conversion, but come up with your own monsters that feel right to you. If your orcs are more dangerous than your gnolls, don't worry about it and just make sure you and your players are having fun.
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03-13-2023, 09:48 AM | #3 | |||||
Join Date: Jul 2021
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Re: Converting D&D/Other Adventures to DFRPG
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All of these have plenty of non-combat activities. For instance, Lost Mines of Phandelver has PC challenges:
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There is also the whole long and short rest, where D&D 5e has very easily recovered damage, where in GURPS you'd better have healers and potions aplenty. GURPS has no long rest, but if you get first-aid, a good meal, and rest overnight. You might gain back 1-3 points. But for D&D 5e a long rest will PC will regain all their lost Hit Points and some of their Hit Dice (not really sure what that entails, still learning D&D 5e). Quote:
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05-07-2023, 08:18 PM | #4 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Converting D&D/Other Adventures to DFRPG
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Combat scales differently between GURPS and D&D. Hordes of weak things are stronger in GURPS than they are in D&D, and a single foe with a lot of strength and toughness is generally weaker - there are exceptions like Electric Floating Jellies, Sword-Armor Golems, or Watchers at the End of Time. But those are powerful single combatants because they have a variety of good defenses on GURPS terms, not because they have a lot of HP.
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05-08-2023, 08:33 AM | #5 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Converting D&D/Other Adventures to DFRPG
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05-08-2023, 09:27 AM | #6 | |
Join Date: Jul 2021
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Re: Converting D&D/Other Adventures to DFRPG
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I don't understand the whole if it has eyes it dies. So for instance dragons do have nictating membrane. It doesn't make sense to me that it is as touch as the scaled skin armor on the body, but it does. I'd think dragons should have eyelids and should be able to "block" by blinking. Most have long flexible necks so they should be able to "dodge" just moving their head/necks. Anyone with a bow becomes the prime target along with magic users since they also have ranged attacks and powerful magic. Dragons also have magic so why haven't they developed special spells to protect their eyes/face/head? Why aren't they doing things to blind the opposition with the ranged attacks? Dragons in GURPS tend to have weaker ranged attacks than in D&D 5e or depicted in a lot of fantasy. Range is more limited and cone attacks aren't as wide spread and powerful. For giants why not use shields? Why not use your arm to shield your eyes? Basically reducing Scouts to attacks of opportunity. |
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05-08-2023, 11:11 AM | #7 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Converting D&D/Other Adventures to DFRPG
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I've used 'offset eyes' on monsters, causing eye shots to be treated as face shots for damage purposes (it's a highly limited No Eyes or No Brain; either way it's probably not more than [2] and might just be a perk). For creatures with tiny brains like dinosaurs it's not not particularly unrealistic. |
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05-08-2023, 02:18 PM | #8 | |
Join Date: May 2023
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Re: Converting D&D/Other Adventures to DFRPG
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05-08-2023, 02:49 PM | #9 | |
Join Date: Jan 2008
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Re: Converting D&D/Other Adventures to DFRPG
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However, this scenario isn't common in DFRPG in practice, in my experience these past six months since switching from 5E. One reason for this is: 1.) Indoor combats. The timescale is such that indoor dungeons work better, so I don't feel bad about using indoor maps that have dungeons the size of an apartment building (e.g. 50 yards x 80 yards). In 5E I feel really awkward doing so because it's hard to explain why the whole dungeon doesn't become a single encounter: by the time three rounds (eighteen seconds) of combat have elapsed, dungeon inhabitants can have had time to realize something is happening and move 60 to 90 yards towards the sounds of trouble. Even though movement speeds are more variable and can be much higher in DFRPG (4 mph to 50 mph) than in 5E (4 mph to usually no more than 12 mph), combat is so much quicker in DFRPG (often one to three seconds) that it feels more like a house clearing operation, just a couple of brief screams and then silence. Therefore I don't feel like an idiot GM by leaving the monsters in their various rooms, lurking in ambush or whatever. Therefore I run more small indoor adventures (vs. outdoor adventures with indoor spaces embedded in the battle map), and so killing things from a distance is harder in DFRPG than in 5E. Another reason is: 2.) Opportunity cost to ranged specialization. Range penalties in DFRPG are also tougher, and the rules are less favorable to kiting. One of the DF professions, the Scout, is specialized to such a degree that he can pull off amazing ranged kills anyway, but it makes it less of a no-brainer to build a ranged combatant/melee switch hitter. Rather, you have to specialize, and if you do you give up some fun stuff that Knights or Swashbucklers have in melee combat, which will be common indoors. But the most important factor is: 3.) Lots of tough monsters are immune. Many, many DFRPG monsters aren't particularly vulnerable to eyeshots anyway. Off the top of my head, trolls, black puddings, peshkali, and fire elementals either don't have heads, or don't care if you headshot them. (They might care a little if you put out both eyes but still won't die yet.) If you choose to specialize in headshots and eyeshots, you'll be relatively useless against a significant fraction of monsters, and it only takes one monster and some bad luck to kill you. (HP attrition is less of a factor than in 5E.) Conclusion: I think you'll be happy with the balance between melee/ranged/spells in DFRPG, and the fun of being attacked by various monsters. I have been. Last edited by sjmdw45; 05-08-2023 at 02:54 PM. |
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05-11-2023, 03:59 PM | #10 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Converting D&D/Other Adventures to DFRPG
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In practice, it's not a problem if you do decent encounter design. Throw in a wide mix of foes - hordes of mundance orcs in one fight, a couple of Sword-Arm Golem in another, several siege beasts with shields after that, a floating electric jelly as a boss. The DF books provide a lot of monster types, so use them all. People have already discussed that at length. And I'm not sure what is unrealistic about establishing that Fauxgolas, the elf archer, can shoot a bird's eye out at 100 yards, and then realizing that he can shoot out anything's eye out. He's significantly less effective against 10 orc footmen with shields, because he can't do anything about their shield blocks.
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