Re: Converting d20 DCs to GURPS
It's been recommended that DCs when converted to GURPS be kept to realistic items.
So, for instance, a lock shouldn't be arbitrarily DC 30. It's got to have a game world reason. You don't just increase the DCs for more powerful PCs, you have to have a reason. In general, the situation should get modifiers (e.g., the guards are particularly alert), rather than a master adamantine clockwork lock. |
Re: Converting d20 DCs to GURPS
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Re: Converting d20 DCs to GURPS
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As for the actual topic... uh... I wrote a good thousand words on an attempt to comment a half hour or so ago then erased it. It was summed up to: Since the games use different design approaches, converting stats doesn't always provide desirable results. Although it's not exactly applicable to the topic, converting concepts does work brilliantly. With each trait GURPS assumes a default action that should have a standardized chance of success. For example, to punch someone typically is easier a task than to conduct a surgical procedure upon them. So GURPS applies a regulator (skill difficulties in this case) to regularize the roll when performing a standard action. DnD assumes that because punching a dude is easier it will have a lower DC. Which means before you start with any equation, you might consider... oh darn, I'm rambling on again. Before I just backspace this into the oblivion that contains all my other posts. [TL;DR]Consider assigning difficulty modifiers case by case/whimsically as a GM and use the suggested DR's as a sort of... feeling gauge? Does that sound like a thing?[/TL;DR] |
Re: Converting d20 DCs to GURPS
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Re: Converting d20 DCs to GURPS
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Re: Converting d20 DCs to GURPS
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As if dungeon fantasy actually had to make sense... In any event, I'm always in favor of "normalizing" anything converted from D&D to something more realistic. (E.g., Elminster, in my mind-space, is a decent mage, a pretty good sage, and a hell of a self-promoter...) |
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