02-09-2008, 10:06 AM | #21 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Converting D&D DC to GURPS Skill penalties
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I agree that it can be converted nicely, I just don't think they way to go is by direct mathematical formulas converting DC to bonus/penalties. Or probability of success for that matter. It's way better to look at it from the descriptive/subjective perspective... you'll end up with more satisfying results in GURPS, instead of imported success rates that don't "feel right". |
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02-09-2008, 10:26 AM | #22 | |
Join Date: Aug 2004
Location: A nice, warm rock with an excellent view of the Damned
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Re: Converting D&D DC to GURPS Skill penalties
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So if modifiers take you below 3, no roll, similar to the DC being too high. Not the same. Similar. An example would be an average-bloke-untrained-pistol-shooter trying to hit something at 100 yds. Even with aiming.
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01-14-2013, 04:57 PM | #23 |
Join Date: Jan 2013
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Re: Converting D&D DC to GURPS Skill penalties
Sorry to Necro this thread, but I have actually worked out this problem.
First Average for d20 is 10, and average for Gurps is 0, since Gurps uses a "penalty shift" system. And the average "default" penalty in Gurps is 5, which I think goes right in line with setting the base-case for Gurps at a DC 15. Which was arrived at by totally different means in the first post. Now to get the mechanical conversion, you have to figure out the relative value of a +1, which you can figure by comparing the deviations from the means of the two systems. In the case of Gurps you have a deviation of 2.96, and in the case of d20 the deviation is 5.77. That means that you are close to a 2 to 1 value for each +1. That means the following would more or less be equivalent penalties to DC's: 5 - +7 10 - +4 15 - 0 20 - -4 25 - -7 30 - -11 35 - -14 40 - -18 That being said, I can't remember seeing a penalty above 10 in Gurps. Gurps seems to max out at an (mechanical) equivalent of DC-30. |
01-14-2013, 05:18 PM | #24 | |
Join Date: Sep 2004
Location: Canada
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Re: Converting D&D DC to GURPS Skill penalties
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Here it is. Absurdly High Skill Levels
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01-15-2013, 02:56 AM | #25 | ||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Converting D&D DC to GURPS Skill penalties
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(And that scenario might sound ridiculous, but I could actually picture an Urban Fantasy game where a severely wounded elven prince needs to be tended to by rushed, retired physician in the midst of a warzone. In fact, the scene in Walking Dead where the boy had been shot and a veterinarian needed to perform surgery on him in a bedroom with minimal tools, while a lesser version of the above, would have some pretty steep penalties too). If you dig around enough, you can find similar penalties for other skills (Driving in near pitch-black darkness, with a damaged semi- when you've never driven this model AND you're used to TL 6 vehicles, while moving at top-speed and badly injured; investigating a murder scene in the midst of a busy street three days after the event, while drunk, with no tools except the Mk 1 eyeball, etc)
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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01-15-2013, 03:28 AM | #26 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Converting D&D DC to GURPS Skill penalties
I once started a thread on extreme penalties to skills and the feats that come with said penalties. I'd be happy to see more examples.
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01-17-2013, 04:13 PM | #27 |
Join Date: Jan 2013
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Re: Converting D&D DC to GURPS Skill penalties
I mean we can go there if you want...
Code:
d20 Fate Gurps 0 -3 11 5 -2 7 10 0 4 15 1 0 18 2 -2 20 3 -4 25 4 -7 28 5 -9 30 6 -11 35 7 -14 40 8 -18 42 9 -19 45 10 -21 50 11 -25 52 12 -26 55 13 -28 57 13 -30 60 14 -32 65 15 -35 67 16 -37 70 17 -39 75 18 -42 77 19 -44 80 20 -46 85 21 -49 90 22 -53 92 23 -54 95 24 -56 100 25 -60 102 26 -61 105 27 -63 110 28 -67 113 29 -69 115 30 -70 120 31 -74 125 32 -77 127 33 -79 130 34 -81 135 35 -84 Last edited by sheakauffman; 01-17-2013 at 05:10 PM. |
01-17-2013, 09:24 PM | #28 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Converting D&D DC to GURPS Skill penalties
Just go with each 2 over 15 gives you a -1 in GURPS. It's close enough, and what I use for porting traps and stuff.
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Tags |
conversion, d&d |
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