Converting d20 DCs to GURPS
I have a couple of d20 supplements that list DCs for various things.
Are there any good rules on converting these into GURPS modifiers? Ideally those that would lead to similar probabilities of success and failure. This has probably come up a lot but it's not an easily googlable thing to google. |
Re: Converting d20 DCs to GURPS
As far as I know there is no easy way to just convert the the DCs straight over to GURPS skill modifiers. They are designed so that some feats are always impossible for low-level characters even on a natural twenty. The use of a d20 also means that every +1 has the same effect whereas the effect of a -1 on a GURPS modifier means different things depending on where on the bell curve the final check ends up.
If you want to do a quick and dirty conversion, I can offer the following: DC 5-10: Task difficulty (B 345) Automatic to Easy. Keep in mind that low-level D&D characters will still fail these 50% of the time or more. DC 11-15: Very Favourable to Favourable DC 16-20: Average to Very Unfavourable DC 21-30: Hard to Dangerous DC 31+: Impossible As I said most often it doesn't make sense to just convert things over without looking at how hard the check should be for the characters intended for the module. If you're lucky you can just follow the flavour text in the cases where it matters. When that doesn't help look at some sample characters of the intended levels and what they would have in their class skills. When the sample level 10 rogue has Open Locks +12, a lock with a DC of 20 is not supposed to be a significant obstacle. The thief can just take 10 if he has enough time. A DC 30 going to require considerable bonuses or luck to be opened. So I would just give the first lock a -1 or -2 modifier and the second one a -8. |
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I'd suggest ignoring the DC, looking at the situation, and coming up with a GURPS TDM based on that is a better choice than trying to convert D&D DCs mechanically. If I absolutely had to do it, I'd start with something like TDM = (DC-10)*k. My initial though for a good k is 3/5 but it would take some testing and tweaking and might require a non-linear conversion function to get decent results. |
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By probabilities then: DC10 is about -0 DC13 is about -1. DC16 is about -2. DC18 is about -3. DC19 is about -4. DC20 is about -5. This, however, is distorted by GURPS using 3d6 which makes it too granular early on and too fine later. It is probably simpler to convert DCs to modifiers as (DC-10)/2. This makes the d20srd explanation of DCs fit the Basic Set description of TDMs pretty well. However, the level for "nearly impossible" doesn't fit as nicely since DC40 become -15 rather than -10. That could reflect higher expected abilities in d20 characters than in GURPS characters or suggest that typical doesn't quite line up with 10 in both systems due to skills. Alternately you could force them to line up with a crazy progression like (DC-10)^(1/1.5), rounding up. |
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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. |
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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] |
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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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