09-21-2021, 11:35 AM | #21 | |
Join Date: Aug 2004
Location: Helsinki, Finland
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Re: Resources needed to run GUPRS with 1e/2e D&D Modules
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Numerical conversions between completely different game systems never give me satisfying results and are just wasted work 99% of the time.
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[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit |
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09-21-2021, 11:56 AM | #22 |
Join Date: Dec 2007
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Re: Resources needed to run GUPRS with 1e/2e D&D Modules
Using material from other games is pretty standard in GURPs. It's not difficult to write down replacement stats for low level dungeon creatures most of which aren't terribly exotic.
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09-21-2021, 12:07 PM | #23 | |||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Resources needed to run GUPRS with 1e/2e D&D Modules
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A creature turns humans to stone by touch? Never mind finding an advantage or spell that does that; it just works. Maybe give the victim a HT roll or something to avoid the effect, but otherwise they're petrified. |
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09-21-2021, 12:48 PM | #24 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Resources needed to run GUPRS with 1e/2e D&D Modules
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The biggest of these is a level x = points y mentality. That simply doesn't work. Even worst it makes the D&D characters far more competent than they have any rights being at low level. And there are other problems. For example the Cleric has "Power Investiture 1 (Pact, -30%) [7]". Power Investiture already has Pact built-in. In fact, Power Investiture official GURPS write up is: Magery (Functions as a Different Talent ±0%; Sanctity Replaces Mana: ±0%; No Zero-Level Requirement +10%; Inspired Learning +20%; No Spell Prerequisites +30%; Pact -10%; No Magic Item Sensitivity -20%; Limited spell list -30%) Magic-user retain their really dumb can't wear armor mechanic. That made little sense in D&D and makes less sense in GURPS. It ignores the fact that in D&D1 Rangers used magic-user (ie Magery based) spells.
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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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09-21-2021, 12:50 PM | #25 | |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: Resources needed to run GUPRS with 1e/2e D&D Modules
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Don't even try to make up a new simple monster if you can swap in another one that's already in one of the books and sort of fits the ecology / story and challenge.
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My GURPS and mapmaking blog: The Blind Mapmaker |
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09-27-2021, 04:48 AM | #26 | |
Join Date: Sep 2021
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Re: Resources needed to run GUPRS with 1e/2e D&D Modules
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What I have been doing is running some really, really simple rules like all spels 2 fp cost per spell, and just straight up converting and making caster levels magery level. and I have also decidedly kept the xp / level system, but you can use the xp per gold find convert it to cp and make it 100 cp per 1k gold instead of 1:0 and have 1k gold be 1k xp in adventure treasure find. |
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09-28-2021, 03:23 AM | #27 |
Banned
Join Date: Jul 2021
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I seen on another topic post on this site, that it would be a good idea to push back the rubber over the bottom stud of the bag, same as the bag was when it was brand new and start over with the inflating and see if it sitting better that way. Would this be a good option for me to try out?
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