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Old 04-29-2007, 12:54 PM   #1
DoctorRomulus
 
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Default Gurps D&d

GURPS D&D

Recent events have made me VERY unhappy with WoTC and D&D. Yes that includes the recent killing of Dragon and Dungeon mags. I know this may sound petty but hey I'm just that way I guess. I played GURPS for years but have been unable to find a GURPS group. I own GURPS 4e but haven't done anything at all with this edition. I also have a very large D&D and D20 collection and am considering using it as source material for a GURPS based fantasy campaign. My main question is, Has anyone here done that or can you advise me on this idea.

Any and all input is welcome and would be extremely appreciated.

Thank you.
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Old 04-29-2007, 12:59 PM   #2
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Default Re: Gurps D&d

I play Forgotten Realms campaigns with GURPS rules. Haven't really done any conversions, I just keep the feel of the source material and use GURPS rules and it works fine.

Would like to convert spells like Magic Missile, but that's mainly because my players say that they don't feel like low level wizards without it. ;)
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Old 04-29-2007, 01:03 PM   #3
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Default Re: Gurps D&d

Quote:
Originally Posted by Icelander
Would like to convert spells like Magic Missile, but that's mainly because my players say that they don't feel like low level wizards without it. ;)
Magic Missile 41 pts/level
Piercing Attack 1d (Cosmic: Irresistable attack; Cosmic: No active defense Allowed; Cosmic: No die roll required; Increased ½D Range x10; Magical)

It's 81 pts/level if you want it to be impaling.
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Old 04-29-2007, 01:06 PM   #4
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Default Re: Gurps D&d

Quote:
Originally Posted by Mark Skarr
Magic Missile 41 pts/level
Piercing Attack 1d (Cosmic: Irresistable attack; Cosmic: No active defense Allowed; Cosmic: No die roll required; Increased ½D Range x10; Magical)

It's 81 pts/level if you want it to be impaling.
I can do this, but I was looking for a cheaper version.

This version can be used every second for a whole day, can aim at eyes or other vulnerable locations and isn't blocked by Shield spells (which pretty much everyone who has magic can use). I'd like some serious limitations to bring cost down.
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Old 04-29-2007, 01:18 PM   #5
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Default Re: Gurps D&d

Quote:
Originally Posted by Icelander
I can do this, but I was looking for a cheaper version.

This version can be used every second for a whole day, can aim at eyes or other vulnerable locations and isn't blocked by Shield spells (which pretty much everyone who has magic can use). I'd like some serious limitations to bring cost down.
What about some kind of limitation to make it cheaper like limited number of uses or having the number of uses tied to something.
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Old 04-29-2007, 01:57 PM   #6
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Default Re: Gurps D&d

How about making it do a single point of damage, instead of 1d? Or 1d-2 or something.
And is it really undefendable, ingores DR completely, and automatically hits? And is the range so big?

Conversion should be straightforward if you don't bother with things like spells and mechanics.

I'd use the magic=powers root to work the D&D magic system, since the spells are limited and represent a significant increase in power with each new one (never played much, this is just the impression I get). Alternate powers rule should keep the cost down. And use multiplicative modifiers.
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Old 04-29-2007, 02:19 PM   #7
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Default Re: Gurps D&d

Quote:
Originally Posted by Icelander
I can do this, but I was looking for a cheaper version.

This version can be used every second for a whole day, can aim at eyes or other vulnerable locations and isn't blocked by Shield spells (which pretty much everyone who has magic can use). I'd like some serious limitations to bring cost down.
Well for a start you can lose that "no active defense allowed" stuff. Not only is that against the rules (if you want to avoid allowing active defenses you use Malediction) it's a faulty translation. D&D hit points are active defense in action. That's why magic missiles aren't lethal to high level characters. Additionally, that "no roll required" to hit thing is over the top. I'd just go with something like +8 accuracy. One use per day would be -40%. Not versus forcefields would be maybe a -30% depending on how common you want forcefields to be.
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Old 04-29-2007, 04:59 PM   #8
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Default Re: Gurps D&d

Quote:
Originally Posted by Icelander
I can do this, but I was looking for a cheaper version.

This version can be used every second for a whole day, can aim at eyes or other vulnerable locations and isn't blocked by Shield spells (which pretty much everyone who has magic can use). I'd like some serious limitations to bring cost down.
FWIW, from the old Codex Arcana...

[PHP]
Magic Missile Missile

This spell produces lances of magical force which unerringly strike their target
bypassing most defenses. Magic missiles strike as if the mage had an effective Spell
Throwing skill of 30. The missiles may be blocked or dodged, but not parried. If they
hit, they bypass any non-magical DR the target may have. However, they may not be
aimed to strike a specific hit location - the damage they do is to the entire
creature, not just the point where they strike. The missiles may be aimed at multiple
targets as long as the mage can see all the targets when he casts the spell. However,
each missile must roll to hit individually. Each missile has SS: 13, Acc 10, Max: 50.
They have no 1/2D range, they either do full damage or they miss.

Duration: Instantaneous.
Cost: 1 per bolt. Each bolt does 1 point of damage.
Time to Cast: 1 second per 3 points of Energy.
Prerequisite: 2 Metaspells.
Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points. [/PHP]
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Old 04-29-2007, 06:32 PM   #9
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Default Re: Gurps D&d

Quote:
Originally Posted by Shrale
FWIW, from the old Codex Arcana...
Thanks.

I might edit it a bit, but I can see this working out somehow as a spell, rather than a power.
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Old 04-29-2007, 09:47 PM   #10
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Default Re: Gurps D&d

Quote:
Originally Posted by David Johnston
Well for a start you can lose that "no active defense allowed" stuff. Not only is that against the rules (if you want to avoid allowing active defenses you use Malediction)
Errr...

Quote:
Originally Posted by Powers, pg101
Cosmic:
No active defnse allowed. Only for attacks that the target can dodge, block, or parry. Your target gets no active defense against your attack, no matter how fast or skilled he is. If your attack roll succeeds, you hit. The victim's DR and other purely passive protection works normally, and this enhancement doesn't prevent resistance rolls. +300%
It then goes on to specifically mention combining No Roll to Hit (+100%), No Active Defenses (+300%), and Ignores DR (+300%).

The bit about HP representing defences is just plain weird. HP in D&D are unrealistic in their effects, and converting them and any background mechanic explaining them over to GURPS is just going to be an exercise in mental masochism (Seriously, how does dodging better reduce the effect of healing magic? Anyone?). That said, it is rather debatable as to wether No Active Defences is appropriate, so it's pretty much up to the person doing the conversion.

(Edited because I realized one of my comments made me sound like a real jerk. Sorry.)
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