08-24-2019, 12:33 PM | #71 | ||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Result: Mr Sponge - a 16th level vampire monk. Needless to say that didn't go well for anyone that thought getting in range of his touch was a good idea. Having 4 attacks per combat round with the drain 2 levels per attack is totally insane and if you used the Dragon article "He’s Got a Lot to Kick About" (issue #53) that improved the monk to where they were on par with all the kung fu movies of the time it was worst. Quick frankly the idea of a vampire draining knowledge was not only insanely goofy but didn't fit any type of mythological vampire known. It came off like the Magic-user not be able to wear armor rule - the rule came first and then there where was a lot of crappy BSing to try and explain how the rule made sense (which it didn't). I even make a joke about the magic-user. Orc warrior: What give with that guy in the back? Orc commander: You idiot. He's clearly a magic-user. Archers, crossbowmen, Hit him with every missile weapon we have. Put him down. We'll hold off the front row. Mr Sponge was played with a comedy relief tone: Mr Sponge: Oh guests. Good I'm starving (to person in front of him) Mr Sponge: slap, slap, slap slap. You don't look too good. Mr Sponge: slap, slap, slap slap. Boy that didn't improve your looks any. Mr Sponge: slap, slap... Oh you're dead. Well nice appetizer. Who's the main course? Last edited by maximara; 08-24-2019 at 12:59 PM. |
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08-24-2019, 02:04 PM | #72 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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If you're playing D&D you have to accept that you are playing D&D. |
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08-24-2019, 04:31 PM | #73 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Some of these things were nightmarish on their own but trow in the D&D abilities on top of what the myth gave them you have a major problem. "Anananngel (Philippines): A flying head with entrails filled with blood after feeding. It charms at minus 2 and can throw a fear spell at minus 3. There is a 50% chance that it is not undead, but a living witch. As such, it will not be turned by a cleric." I should mention that this little piece of joy showed up up in the 1981 Fiend Folio as the Penanggalan. |
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08-24-2019, 05:10 PM | #74 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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08-24-2019, 05:24 PM | #75 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Translating the concept of HP from D&D (and the like) to GURPS
3e made a lot of things more consistent and clear. That's pretty clear value added.
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08-24-2019, 06:12 PM | #76 |
Join Date: Aug 2007
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Yes. It's very obvious to those of us who are currently playing 2e. Attribute tables, To hit, Saving Throws, "always roll high" and more. We kind of wish we had not gone quite so far back in our nostalgia.
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Fred Brackin |
08-24-2019, 06:55 PM | #77 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Every game, every edition, has it's adherents and detractors. I mean The Fantasy Trip is unironically back ffs. |
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08-26-2019, 11:12 AM | #78 |
Join Date: Jun 2013
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Does it, though? Avoiding armor (since that functions differently in the two games), and staying with average characters at first level (so the abstract HP doesn’t rear its ugly head too much), a first level DnD Warrior with 10’s in all attributes has a 55% chance (roll a 9 or higher on d20) to hit his twin. With 3 seconds of Evaluate and an attack, if we assume his GURPS equivalent has a professional level (12) at hitting things, he’s rolling against effective skill 15, for a 95% chance to hit. His twin, meanwhile, can Parry at 9, or do a Retreating Parry at 10 (or Retreating Dodge at 11), for a 37.5%, 50%, or 62.5% chance to defend. That works out to around a 59%, 48%, or 36% probability of actually hitting, respectively, implying the idea of a level 1 warrior having skill 12 in GURPS isn’t terribly far off (and considering he has this level of skill in nearly every weapon skill - absent certain Feats, a DnD warrior is equally proficient in basically all non-exotic weapons - that’s actually somewhat impressive).
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GURPS Overhaul |
08-26-2019, 02:34 PM | #79 | ||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Quote:
A piece of paper has AC 11 ie a piece of unmoving paper that can't dodge or pArry has only a 45% chance of being hit and damaged. You can face palm now. :-) |
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08-26-2019, 03:23 PM | #80 | ||
Join Date: Jun 2013
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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And, yes, this does mean an unarmored Warrior is easier to hit and damage than a life sized cardboard cutout of him (provided said cutout is thick enough for +1 AC). DnD is weird, which is a big part of why I favor GURPS. This doesn’t mean a character who gets converted from DnD to GURPS should somehow have trouble attacking cardboard. Edit: I should note my memory of DnD is from 3e/3.5e. For example, your quoted definition of AC sounds more like Flatfooted AC (a surprised/immobile character’s “roll this to hit me” number).
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GURPS Overhaul Last edited by Varyon; 08-26-2019 at 03:26 PM. |
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