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Old 07-26-2017, 04:33 PM   #11
Anthony
 
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Default Re: [DF] New DF game, seeking modules to convert

Note that many old modules include large numbers of fights, which will tend to drag out with any modern game system (even D&D).
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Old 07-26-2017, 09:21 PM   #12
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Default Re: [DF] New DF game, seeking modules to convert

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Note that many old modules include large numbers of fights, which will tend to drag out with any modern game system (even D&D).
This is a good point.

With the Queen of the Spiders GURPS-ification, I have the majority of monsters simply auto-collapse at 0 HP. This has reduced book-keeping a lot, and also tends to speed fights up, as the map isn't littered with semi-effective combatants gradually collapsing all over the place.
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Old 07-26-2017, 10:36 PM   #13
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Default Re: [DF] New DF game, seeking modules to convert

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This is a good point.

With the Queen of the Spiders GURPS-ification, I have the majority of monsters simply auto-collapse at 0 HP.
That's standard for DF.
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Old 07-26-2017, 11:16 PM   #14
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Default Re: [DF] New DF game, seeking modules to convert

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That's standard for DF.
For worthies. Fodder drops after 1 HP.
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Old 07-27-2017, 05:58 AM   #15
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Default Re: [DF] New DF game, seeking modules to convert

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For worthies. Fodder drops after 1 HP.
Both are optional. I never use the fodder rule; if I'm going to have many foes who drop easy, I'm going to make them a swarm.
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Old 07-27-2017, 06:47 AM   #16
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Default Re: [DF] New DF game, seeking modules to convert

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Originally Posted by Anthony View Post
Note that many old modules include large numbers of fights, which will tend to drag out with any modern game system (even D&D).
D&D 4th edition adventures have the pacing that GURPS Dungeon Fantasy would need in this regard. I refereed both and D&D 4e combat drags out as long as GURPS combat making those adventures a good fit.
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Old 07-27-2017, 06:52 AM   #17
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Default Re: [DF] New DF game, seeking modules to convert

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Originally Posted by Rasputin View Post
Both are optional. I never use the fodder rule; if I'm going to have many foes who drop easy, I'm going to make them a swarm.
I've used:

Swarms
Any damage past DR drops
"Solid Blow" past DR drops, or 2 weaker blows
Drop at 0 HP
Drop at -HP

Hm, maybe there needs to be a GUPRS Fodder book :-p
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Old 07-27-2017, 11:35 AM   #18
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Default Re: [DF] New DF game, seeking modules to convert

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Originally Posted by JMason View Post
I've used:

Swarms
Any damage past DR drops
"Solid Blow" past DR drops, or 2 weaker blows
Drop at 0 HP
Drop at -HP

Hm, maybe there needs to be a GUPRS Fodder book :-p
I've used Swarms, Drop at 0 HP, and Drop at 0 HP OR Drop on a Major Wound. I would imagine that the standard fodder rule would be alright in a game playing a converted D&D module with high-point characters, since practically, it wouldn't make much of a difference since most fodder will be taking major wounds on almost any strike.
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Old 07-27-2017, 11:45 AM   #19
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Default Re: [DF] New DF game, seeking modules to convert

If I was running DF, I'd be suffering a severe temptation to convert The Lichway to GURPS. But not many people may have a copy of that around...
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Old 07-27-2017, 11:55 AM   #20
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Default Re: [DF] New DF game, seeking modules to convert

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Originally Posted by robertsconley View Post
D&D 4th edition adventures have the pacing that GURPS Dungeon Fantasy would need in this regard.
Yeah, that seems plausible. Virtually all game systems are slower than 1st edition D&D.
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