02-18-2019, 09:36 PM | #21 |
Join Date: Dec 2007
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Re: Converting other games: What's your style?
As far as game mechanics go the important thing is to care more about what the game mechanics represent than the mechanics themselves. Me, I've never been fond of Call of Cthulhu's sanity mechanic. I actually think GURPS fright checks came much closer to depicting what we see in actual mythos stories. I saw several attempts to adapt D&D spells that tripped over Magic Missiles mechanic of "never missing" without considering that D&D had no dodge mechanic because dodging was represented as a function of hit points.
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02-19-2019, 12:11 AM | #22 | |
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Converting other games: What's your style?
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But, if you're playing with 300+ point MechWarriors, you might want more of a challenge. |
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02-19-2019, 12:29 AM | #23 |
Join Date: Dec 2007
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Re: Converting other games: What's your style?
Actually now that i think about it, I increased them by half again and was using a 250 point budget.
Last edited by David Johnston2; 02-19-2019 at 01:01 AM. |
02-19-2019, 01:40 AM | #24 |
Join Date: Mar 2013
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Re: Converting other games: What's your style?
Feel, not mechanics. Faithful attempts to reproduce D&D races end up with these weird grab-bags of random abilities, you end up an Elf race that costs 87 points and is immune to Charm...lame.
Warhammer Fantasy has already been done really well as GURPS Hammer. I reworked the races for my game though because I'm experimenting with mandatorily short lists of Disadvantages. I also want to re-do the magic system to make it blastier and more dangerous but no-one went mage so that was easy. |
02-19-2019, 02:49 AM | #25 | |
Join Date: Feb 2016
Location: Melbourne, Australia (also known as zone Brisbane)
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Re: Converting other games: What's your style?
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Our group has tried the Battletech/Gurps combination and it worked well at our table.
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02-19-2019, 03:00 AM | #26 | |
Join Date: Aug 2005
Location: Denmark
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Re: Converting other games: What's your style?
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This is a problem for settings where a guy in a power armour is still supposed to be able to be threatened by 'critters' as long as there are enough of them. I have run into this in Warhammer 40k. SLA Industries. Starcraft. And numerous generic sci-fi settings where you have the heroes in power-armours supposed to fight "enemies without guns". One solution is to simple give everything AD on their natural attacks. But thats somtimes feels forced. It's perfectly reasonable for a wh40k genestealer. But makes less sense for a wh40k ork with a 'chopper' or a SLA Industries carrien. |
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02-19-2019, 03:17 AM | #27 |
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Join Date: Jul 2006
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Re: Converting other games: What's your style?
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02-19-2019, 05:36 AM | #28 |
Join Date: Feb 2016
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Re: Converting other games: What's your style?
When it comes to Shadowrun, I avoid GURPS Magic and just use my own type (GURPS Magic is horribly underpowered compared to Shadowrun Magic in most cases). Magic becomes a 10 CP/level advantage, with every spell being an advantage that costs 5 CP. Mages use Ritual Magic, with every type of spell and every type of spirit being its Path (as well as Assensing, Astral Projection, Enchanting, etc.). Mages use 10 plus Magic as their magical attribute.
Mages may lose FP if they cast a spell with a Force equal to or less than their Magic or HP if they case a spell with a Force grester than their Magic (up to twice their Magic). When a mages cast a spell, they experience a FP cost equal to the Drain of the spell (HP if they are casting at a Force above their Magic), but they reduce the cost by their margin of success on a successful Ritual Magic roll. The Force and nature of a spell determines its effects. Combat spells deal 1d per point of Force. Each spell possesses modifiers that influence its Drain. Every +50% of enhancements increases Drain by 1 while every -20% limitation decreases Drain by 1. |
02-19-2019, 09:12 AM | #29 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Converting other games: What's your style?
I think one of the big benefits of GURPS is that between the simplicity of the core mechanic and my familiarity with it, GURPS just disappears into the background and let's the setting and story do the talking. Most on the time, I convert to GURPS with the thought of getting rid of intrusive mechanics - like bizarre dice mechanics or inflexible character choices. Converting them "mechanically" works completely counter to that.
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02-19-2019, 09:53 AM | #30 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Converting other games: What's your style?
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Another thing to keep in mind is the difference between setting and character. For example, Unlimited Mana can solve some problems with high magic settings - just fiddle with the Threshold and Recovery Rate until things come reasonably close. Last edited by maximara; 02-19-2019 at 10:27 AM. |
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