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Old 05-30-2008, 03:25 AM   #31
Roger.d4
 
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

How are folks coping with bringing across some of the primary stats for larger creatures?
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Old 05-31-2008, 08:21 AM   #32
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

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Originally Posted by Roger.d4
How are folks coping with bringing across some of the primary stats for larger creatures?
I just found that the most elegant and easy way for D20 to GURPS is simply take the same score as Str. I tried numerous other ways and it gave weird results. Don't forget that these critters will be mainly for DF-style games. They are there to be a challenge for the heroes, not an exercise of realism.
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Old 05-31-2008, 10:52 AM   #33
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

For 'normal' beasties, if there is such a thing it correlates in a 1:1 transfer, as I looked at the D20 Modern carrying capacity and it matches Gurps; it is different in D20 Star Wars for some reason though :(


I did start a thread about converting D20 across a few weeks ago but I came across D20 Cthulhu recently (the artwork in it is beautiful), and he only has a strength of 36.

But I sort of reasoned that he would probably have really high Lifting / Striking St to compensate?
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Old 05-31-2008, 11:19 AM   #34
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

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Originally Posted by Collective_Restraint
I just found that the most elegant and easy way for D20 to GURPS is simply take the same score as Str. I tried numerous other ways and it gave weird results. Don't forget that these critters will be mainly for DF-style games. They are there to be a challenge for the heroes, not an exercise of realism.
Most of the entries I've seen in WOTC d20 books include a weight stat (in the description text). I usually use that to calculate the basic ST and use Striking/Lifting ST for any necessary adjustments.
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Old 05-31-2008, 11:20 AM   #35
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

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Originally Posted by Rasputin
I am sure kmunoz will be adding these to his collection once he is around to see them.
I'm around to see them! I'm around to see them! I've climbed out of my hole at last. This thread's entries are now in my huge file of Things To Add.

ETA: Collective Restraint's conversions are added; the rest are in the queue.
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Old 07-25-2008, 04:26 PM   #36
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

Quote:
Originally Posted by Collective_Restraint
I just found that the most elegant and easy way for D20 to GURPS is simply take the same score as Str. I tried numerous other ways and it gave weird results.
That is the method I used in my own D&D 3.5 to GURPS conversion sheet and for mostly the same reasons. The only thing I found is that higher level monsters quickly become insane in terms of point totals if you are not careful.
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Old 07-25-2008, 08:21 PM   #37
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

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Originally Posted by maximara
That is the method I used in my own D&D 3.5 to GURPS conversion sheet and for mostly the same reasons. The only thing I found is that higher level monsters quickly become insane in terms of point totals if you are not careful.
My quick rule of thumb is that if the STR -> ST conversion is more than 2x what the ST would be based on weight, every additional multiple or fraction of a multiple gets shaved off and converted to Striking ST and a level of Hard to Kill. After the whole conversion is done, then I go back and tweak the results. For the most part a straight STR -> ST conversion works fine, though.
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Old 07-27-2008, 09:00 PM   #38
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

Up tp 20, ST = Str, very closely. You can keep fudging up to 25 or so. After that, you'll probably want to compare their proportionate lifting.
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Old 09-19-2008, 07:18 PM   #39
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

Wow, it's been quite a while I had spare time on my hands. Let's get back to this shall we ? First, let's finish the dire animals :

Dire Rat
ST: 10 HP: 10 Speed: 6.00
DX: 13 Will: 11 Move: 6
IQ: 5 Per: 10
HT: 11 FP: 11 SM: -1
Dodge: 9 Parry: N/A DR: 0
Bite (15): 1d-2 cut + follow-up disease.
Disease (resisted by HT): Filth Fever - Follow-up to bite. Incubation period is 1d/2 days. Deals 1 tox on a missed HT roll rolled daily. Victim is at -1 on all skill rolls while the fever lasts. Fever ends after 2 successful HT rolls.
Traits: Discriminatory Smell; Night Vision 5; Semi-Upright; Sharp Teeth; Wild Animal.
Skills: Brawling-15; Climbing-16; Stealth-14; Swimming-15.
Class: Animal.

Dire Shark
ST: 23 HP: 31 Speed: 6.25
DX: 12 Will: 11 Move: 0 (Water Move 10)
IQ: 2 Per: 12
HT: 13 FP: 13 SM: +4
Dodge: 9 Parry: N/A DR: 3
Bite (15): 2d+2 cut.
Traits: Acute Taste and Smell 2; Discriminatory Smell; Doesn’t Breathe (Gills); Ichthyoid; Pressure Support 2; Sharp Teeth; Subsonic Hearing; Vibration Sense; Wild Animal.
Skills: Brawling-15; Swimming-18.
Class: Animal.

Dire Tiger
ST: 27 HP: 27 Speed: 6.25
DX: 12 Will: 11 Move: 7
IQ: 4 Per: 11
HT: 13 FP: 13 SM: +2
Dodge: 9 Parry: N/A DR: 3
Bite (15): 3d+1 cut.
Claws (15): 3d+1 cut.
Traits: Discriminatory Smell; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Wild Animal.
Skills: Brawling-15; Jumping-16; Running-16; Stealth-14; Swimming-16.
Class: Animal.

Dire Weasel
ST: 14 HP: 14 Speed: 6.00
DX: 14 Will: 11 Move: 7
IQ: 3 Per: 10
HT: 10 FP: 10 SM: +1
Dodge: 9 Parry: N/A DR: 1
Bite (16): 1d cut + follow-up attach and blood drain (see notes)
Traits: Discriminatory Smell; Night Vision 5; Quadruped; Sharp Teeth; Wild Animal.
Skills: Brawling-16; Stealth-16.
Class: Animal.
Notes: A successful bite attack from the Dire Weasel counts as successful a one arm grapple. The Weasel then drains 1d-3 FP of blood every turn until the grapple is broken.

Dire Wolf
ST: 25 HP: 25 Speed: 6.25
DX: 12 Will: 11 Move: 9
IQ: 4 Per: 11
HT: 13 FP: 13 SM: +1
Dodge: 9 Parry: N/A DR: 2
Bite (14): 2d+3 cut.
Traits: Discriminatory Smell; Night Vision 5; Quadruped; Sharp Teeth; Wild Animal.
Skills: Brawling-14; Running-15; Stealth-12; Survival (select one)-11; Tracking-12.
Class: Animal.

Dire Wolverine
ST: 22 HP: 24 Speed: 6.75
DX: 13 Will: 11 Move: 5
IQ: 3 Per: 11
HT: 14 FP: 14 SM: +2
Dodge: 9 Parry: N/A DR: 2
Bite (15): 2d+1 cut.
Claws (15): 2d+1 cut.
Traits: Berserk (Battle Rage); Discriminatory Smell; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Wild Animal.
Skills: Brawling-15; Climbing-16; Tracking-12.
Class: Animal.
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Old 09-19-2008, 07:19 PM   #40
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Default Re: Quick & Dirty conversion of D20SRD Monsters to GURPS

This one gave me quite a headache and I'm still not 100% done :

Dragon, Black Wyrmling
ST: 11 HP: 11 Speed: 5.25
DX: 10 Will: 10 Move: 8 (Air Move 10; Water Move 8)
IQ: 9 Per: 11
HT: 11 FP: 11 SM: -3
Dodge: 8 Parry: N/A DR: 2
Bite (12): 1d-1 cut.
Claws (12): 1d-1 cut.
Dragon Breath (12): Acid Jet. 1d cor (Jet, Range 3/6). Usable once every 3 seconds.
Traits: Amphibious; Dark Vision; Doesn’t Breathe (Gills); DR 20 (against acid); Extra Attack 1; Flight (Winged); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 0; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal).
Skills: Brawling-12; Camouflage-11; Innate Attack (Breath)-12; Stealth-11; Survival (Swampland)-12; Swimming-13.
Class: Mundane.
Notes: Can use spells and breath underwater.

Dragon, Black Very Young
ST: 13 HP: 13 Speed: 5.25
DX: 10 Will: 10 Move: 8 (Air Move 10; Water Move 8)
IQ: 9 Per: 11
HT: 11 FP: 11 SM: -1
Dodge: 8 Parry: N/A DR: 3
Bite (13): 1d cut.
Claws (13): 1d cut.
Dragon Breath (13): Acid Jet. 1d+2 cor (Jet, Range 4/8). Usable once every 3 seconds.
Traits: Amphibious; Dark Vision; Doesn’t Breathe (Gills); DR 20 (against acid); Extra Attack 1; Flight (Winged); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 0; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal).
Skills: Brawling-13; Camouflage-12; Innate Attack (Breath)-13; Stealth-12; Survival (Swampland)-13; Swimming-14.
Class: Mundane.
Notes: Can use spells and breath underwater.

Dragon, Black Young
ST: 15 HP: 15 Speed: 5.50
DX: 10 Will: 10 Move: 8 (Air Move 11; Water Move 8)
IQ: 10 Per: 12
HT: 12 FP: 12 SM: 0
Dodge: 8 Parry: N/A DR: 4
Bite (14): 1d+1 cut.
Claws (14): 1d+1 cut.
Wings (14): 1d+2 cr. Can only attack the sides.
Dragon Breath (14): Acid Jet. 2d cor (Jet, Range 6/12). Usable once every 3 seconds.
Traits: Amphibious; Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 16); Extra Attack 2; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 0; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal).
Skills: Brawling-14; Camouflage-13; Innate Attack (Breath)-14; Stealth-12; Survival (Swampland)-14; Swimming-15.
Class: Mundane.
Notes: Can use spells and breath underwater.

Dragon, Black Juvenile
ST: 17 HP: 17 Speed: 5.50
DX: 10 Will: 10 Move: 8 (Air Move 11; Water Move 8)
IQ: 10 Per: 12
HT: 12 FP: 12 SM: 0
Dodge: 8 Parry: N/A DR: 6
Bite (15): 1d+2 cut.
Claws (15): 1d+2 cut.
Wings (15): 2d cr. Can only attack the sides.
Dragon Breath (15): Acid Jet. 2d+2 cor (Jet, Range 6/12). Usable once every 3 seconds.
Darkness (3/day): 8-yard Area. Same as Blackout spell (M112). Lasts 40 minutes.
Traits: Amphibious; Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 16); Extra Attack 2; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 0; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal).
Skills: Brawling-15; Camouflage-14; Innate Attack (Breath)-15; Stealth-13; Survival (Swampland)-15; Swimming-16.
Class: Mundane.
Notes: Can use spells and breath underwater.

Dragon, Black Young Adult
ST: 19 HP: 19 Speed: 5.75
DX: 10 Will: 11 Move: 8 (Air Move 11; Water Move 8)
IQ: 11 Per: 13
HT: 13 FP: 13 SM: +1
Dodge: 8 Parry: N/A DR: 7
Bite (16): 2d cut.
Claws (16): 2d cut.
Tail (16): 2d+3 cr. Can only attack straight behind.
Wings (16): 2d+3 cr. Can only attack the sides.
Dragon Breath (16): Acid Jet. 3d cor (Jet, Range 8/16). Usable once every 3 seconds.
Darkness (3/day): 10-yard Area. Same as Blackout spell (M112). Lasts 50 minutes.
Frightful Presence (Fright Check at -1): 30-yard Area. Same as Terror advantage.
Traits: Amphibious; Crushing Striker (Tail; Cannot Parry; Limited Arc: straight behind only); Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 3 (against all non magical weapons); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 16); Extra Attack 3; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 1; Magic Resistance 1 (Improved); Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal).
Skills: Brawling-16; Camouflage-16; Innate Attack (Breath)-16; Stealth-14; Survival (Swampland)-17; Swimming-18.
Spells: Apportation-11; Create Water-11; Deflect Missile-11; Detect Magic-11; Purify Water-11; Seek Water-11.
Class: Mundane.
Notes: Can use spells and breath underwater.

Dragon, Black Adult
ST: 23 HP: 23 Speed: 6.00
DX: 10 Will: 11 Move: 8 (Air Move 12; Water Move 8)
IQ: 11 Per: 13
HT: 14 FP: 14 SM: +2
Dodge: 9 Parry: N/A DR: 9
Bite (17): 2d+2 cut.
Claws (17): 2d+2 cut.
Tail (17): 3d+1 cr. Can only attack straight behind.
Wings (17): 3d+1 cr. Can only attack the sides.
Dragon Breath (17): Acid Jet. 3d+2 cor (Jet, Range 8/16). Usable once every 3 seconds.
Darkness (3/day): 12-yard Area. Same as Blackout spell (M112). Lasts 60 minutes.
Frightful Presence (Fright Check at -1): 36-yard Area. Same as Terror advantage.
Corrupt Water (1/day): 3-yard Area with a range of 36 yards. Same as Foul Water spell (M185).
Traits: Amphibious; Crushing Striker (Tail; Cannot Parry; Limited Arc: straight behind only); Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 3 (against all non magical weapons); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 18); Extra Attack 3; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 1; Magic Resistance 1 (Improved); Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal).
Skills: Brawling-17; Camouflage-17; Innate Attack (Breath)-17; Stealth-15; Survival (Swampland)-18; Swimming-20.
Spells: Apportation-12; Create Water-12; Deflect Missile-12; Destroy Water-12; Detect Magic-12; Purify Water-12; Seek Water-12; Shape Water-12.
Class: Mundane.
Notes: Can use spells and breath underwater.

Dragon, Black Mature Adult
ST: 27 HP: 27 Speed: 6.25
DX: 10 Will: 12 Move: 8 (Air Move 12; Water Move 8)
IQ: 12 Per: 14
HT: 15 FP: 15 SM: +3
Dodge: 9 Parry: N/A DR: 10
Bite (18): 3d+1 cut.
Claws (18): 3d+1 cut.
Tail (18): 4d+1 cr. Can only attack straight behind.
Wings (18): 4d+1 cr. Can only attack the sides.
Dragon Breath (18): Acid Jet. 4d cor (Jet, Range 10/20). Usable once every 3 seconds.
Darkness (3/day): 14-yard Area. Same as Blackout spell (M112). Lasts 70 minutes.
Frightful Presence (Fright Check at -2): 42-yard Area. Same as Terror advantage.
Corrupt Water (1/day): 3-yard Area with a range of 42 yards. Same as Foul Water spell (M185).
Traits: Amphibious; Crushing Striker (Tail; Cannot Parry; Limited Arc: straight behind only); Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 5 (against all non magical weapons); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 18); Extra Attack 3; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 2; Magic Resistance 2 (Improved); Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal).
Skills: Brawling-18; Camouflage-18; Innate Attack (Breath)-18; Stealth-15; Survival (Swampland)-19; Swimming-21.
Spells: Apportation-13; Create Water-13; Deflect Missile-13; Dehydrate-13; Destroy Water-13; Detect Magic-13; Purify Water-13; Seek Earth-13; Seek Pass-13; Seek Water-13; Shape Earth-13; Shape Water-13.
Class: Mundane.
Notes: Can use spells and breath underwater.

Dragon, Black Old
ST: 29 HP: 29 Speed: 6.25
DX: 10 Will: 12 Move: 8 (Air Move 12; Water Move 8)
IQ: 12 Per: 14
HT: 15 FP: 15 SM: +3
Dodge: 9 Parry: N/A DR: 12
Bite (19): 3d+2 cut.
Claws (19): 3d+2 cut.
Tail (19): 4d+2 cr. Can only attack straight behind.
Wings (19): 4d+2 cr. Can only attack the sides.
Dragon Breath (19): Acid Jet. 4d+2 cor (Jet, Range 10/20). Usable once every 3 seconds.
Darkness (3/day): 16-yard Area. Same as Blackout spell (M112). Lasts 80 minutes.
Frightful Presence (Fright Check at -2): 48-yard Area. Same as Terror advantage.
Corrupt Water (1/day): 3-yard Area with a range of 48 yards. Same as Foul Water spell (M185).
Plant Growth (1/day): 136-yard Area. Same as Plant Growth spell (M164).
Traits: Amphibious; Crushing Striker (Tail; Cannot Parry; Limited Arc: straight behind only); Crushing Striker (Wings; Cannot Parry; Limited Arc: from the sides only); Dark Vision; Doesn’t Breathe (Gills); DR 5 (against all non magical weapons); DR 20 (against acid); Enhanced Move 0.5 (Air Speed 18); Extra Attack 3; Flight (Winged; Handling Penalty -1); Immunity (Sleep effects); Immunity (Paralysis effects); Magery 2; Magic Resistance 2 (Improved); Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Vibration Sense (Universal).
Skills: Brawling-19; Camouflage-19; Innate Attack (Breath)-19; Stealth-16; Survival (Swampland)-20; Swimming-22.
Spells: Apportation-14; Create Acid-14; Create Earth-14; Create Water-14; Deflect Missile-14; Dehydrate-14; Destroy Water-14; Detect Magic-14; Dry Spring-14; Earth to Stone-14; Purify Water-14; Rain of Acid-14; Seek Earth-14; Seek Pass-14; Seek Water-14; Shape Earth-14; Shape Water-14.
Class: Mundane.
Notes: Can use spells and breath underwater.
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