Old-School D&D style game
Hello there,
A local Old School RPG group found itself without a d&d GM. They generally play D&D and/or traveller. I've suggested that I'm happy to run a few old-school dungeons using GURPS. Obviously Dungeon Fantasy came to mind but two things put me off it in this situation: 1) 250 points characters are complex for beginners 2) Old school 1st level characters aren't that complex I'm really keen to let GURPS shine so other things I need to figure out: 1) Progression (what's a good progression rate for such a game? 2) Adventure: can you suggest an old published D&D adventure that doesn't involve too many different type of creatures (lots of conversion work) and that they would enjoy? 3) Anything else I should think about and I'm not? Thank you guys! |
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1. 250 points isn't that complex when using templates
2. DF is ~lvl 5-6 in D&D, which is only a couple murder hobo adventures into most campaigns anyway. 3. ~10 points/session works out ok for D&D leveling. 4. Can't help ya too much on that one, but, some DF players rather enjoy Yrth as their setting. Comes with a nice timeline of events and such. 5. We'll get back to ya on this one! |
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Thank you for the quick a useful answers.
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ETA: Obligatory link to Mailanka's excellent Homebrew Monster thread. |
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I was working on a GURPS Lite supplement a couple years ago that was a stripped down action fantasy.
Really, you can do it pretty well with just GURPS Lite and the magic rules from the Basic Set. The trick is avoiding advantage and skill bloat. Characters should look like this: Fighter 150 points ST 15 [50]; DX 13 [60]; IQ 10 [0]; HT 13 [30]. Advantages: Combat Reflexes [15]; Comfortable Wealth [10]. Disadvantages: Code of Honor (Soldier's) [-10]; Enemy (Orc Champion) [-10]; Over Confidence [-10]. Skills Axe / Mace 12 [1]; Brawling 14 [2]; Climbing 12 [1]; Broad Sword 14 [4]; Riding 13 [2]; Shield 14 [2]; Spear 12 [1]; Spear Throwing 13 [1]; Swimming 13 [1]. |
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You can easily simplify from the DF baseline by making a few alterations to the templates too. Forbid options other than the Knight, Swashbuckler, Wizard, and Cleric for pure oldschoolness and make True Faith w/ Turning mandatory on the Cleric template instead of the usual chunk of character points to choose from various Holy abilities. Or go with the Henchmen that turn into those classes (Squire, Skirmisher, Initiate, and the like).
If you want the oldschool races, the list is pretty simple: One of the lists chosen from
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I really love Dungeon Fantasy. Seriously, I have not enough words to say how much I love it.
My only "complain", however, is that unarmed martial arts don't receive enough love, despite the fact that not only D&D but many other games presents monks that use his bare hands in their whacking way. I may be wrong, but at least for what I recall from my PMs/posts to Kromms about unarmed martial artists, it seems he thinks that such character is a foolish way to be a martial artists. Again, I may be wrong. I also wish to see how good would be a DF wizard using Ritual Path Magic. I never had the chance to play using that system and I wonder how good is RPM to a setting where magic is everywhere. I really would love to try one day. The only thing is that RPG seems much more complicated (and therefore, less newbie-friend) than the standard magic system. Perhaps "sophisticated" would be a better word. Just wondering... If those DF templates would be equivalent to level 5th or 7th to D&D, what would be a 1st level D&D character to GURPS? 50 points??? How would you create a monk with that? A level 20 D&D character would be a 1000 cp GURPS character? Geez, I can't even imagine how would be Elminster in GURPS. Quote:
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I started running D&D games using 3e GURPS nearly 20 years ago and never looked back. This system is just so much nicer for fantasy ultra-violence than D&D.
Now I'm moving over to GURPS 4e because of course it's better than 3e. Martial Arts adds some great depth to fighters. I've run everything from 150 point characters, up to 1,000 points and it's always been fun. I just ran Expedition to the Barrier Peaks and it was great BTW. |
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Run, not walk, to the D&D Conversion page at the GURPS Repository.
My personal guideline for converting D&D levels to GURPS CPs is: GURPS CP = 25 x (D&D level) + 75 Thus, a 1st-level D&D character would be 100 points, a typical "heroic" GURPS character with 150 points would be level 3, while a starting Dungeon Fantasy character would be level 7. Sounds about right to me. |
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A first-level D&D monk in GURPS could just be Karate(DX)[4]-11, 2-4 points each in a handful of melee weapon skills like Staff and Tonfa, Trained by a Master[35], and Disciplines of Faith(Chi Rituals)[-10]. Just look at the lenses in DF3 and think "apply this to an average joe off the street" rather than "apply this to an accomplished super-competent DF character". Or it could be the full monstrosity in DF1. A first-level wizard might easily have only Magery 0[5], one of Knife, Thrown Weapon(dart or knife), Shortsword, Broadsword, Axe/Mace, or Staff at DX, one spell known at (IQ)[4]-10, and the Vows: Knives, Darts, and Clubs Only[-5], Do Not Wear Armor[-15], and Do Not Use Shields[-5]. A first-level fighter would likely have almost every weapon skill at DX (everything other than weapons deemed "exotic", all low-tech weapons, all weapons ever, all things that are remotely related to killing people, or four+INT bonus distinct proficiencies depending on edition). Really we're a lot better off recreating the spirit and flavor of the D&D archetypes in GURPS than we are trying to port them over on a mechanical level. I do think 250 is crazy high as a starting point, but I always was one for preferring to play D&D as first-level characters and generally got bored once we started hitting level 4 or so. |
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I saw some discussion on this matter a while back and the general consensus was that 1lvl in D&D would roughly translate to 50-ish pts in Gurps.
The problem though, is that Gurps can't really be measured by points alone. The rule options used and accessible to players, where those points are spent and a lot more plays a much bigger role defining "power" in Gurps. It's the same old same old 250pts librarian against the 50pts fighter. What I'll be doing in my soon to start high fantasy campaign is award 1 XP point each session and 30-ish XP pts for completions (quests, archs, major objectives, finish dungeons...) That way they know they're increasing each session (like Gurps normally is) and also have big bursts of power (like D&D levels). |
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It does seem to be basically a special trope of D&D and co. and some kinds of anime/manga (not all - most unarmed friendly settings have everyone unarmed with optional superpowers, not a mixture). BUT! There was a bit of complaining about the subject on the forum here, which I think brought it up to Kromms and Peter Del'Orto's attention (he'd been on the same page as Kromm AFAIK), and ho, Pyramid to the rescue! Pyramid vol3 #61 Way of the Warrior has the article "More Power to Dungeon Warriors" (by Peter and Sean) lavishes much attention on the Monk template. Another idea floated about has been to make a metatrait bundling a vow to fight unarmed and another to fight unarmoured (which is a pretty BIG problem in DF, even more so than real life what with the toxic goop, acid-skinned slimes, man-eating swarms, and so forth). You'd combine them with... something (the suggestion I've seen is the Imbue advantage, possibly limiting it to folks with those disadvantages and even applying Pact to boot). |
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There's one DF adventure, Mirror of the Fire Demon, that you can find at http://www.warehouse23.com/products/...the-fire-demon. No conversions needed.
Kromm has made a few posts that could be useful. In http://forums.sjgames.com/showthread...885#post751885 he suggests 50 points + 50 points per level, which would make 250 points a level 4 character. In http://forums.sjgames.com/showthread.php?t=84477&page=4 he says that not wearing armor is a -10 point vow as there are spells that grant DR. Not using any DR whatsoever would be -15 points. |
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You can also do Dungeon Fantasy on the cheap. You would need to make the templates a full conversion with descriptions and full templates.
When I wanted to create a new world I started with Dungeon Fantasy on the cheap, typed up a full description of each template and racial template. I'm a big fan of Divine Favor so I also converted Clerics to Divine Favor and reworked druids but all fit within the 150 point template. As the points decrease so do the choices and therefore the complexity. Though the adventures you can do are smaller in scale too. You should also consider the Mailanka's Homebrew Monster Creator for enemies. I've found it very useful for thinking about enemies. |
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If you are going to try to do AD&D in GURPS, I'd make a point of checking out not just the GURPS Dungeon Fantasy series, but also the various Pyramid articles intended to support it. Notably:
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I cant second enough that GURPS does old school DF more enjoyably than old school DF does.
To that end, there have been a few conversions done, I did Tomb of Horrors 1E http://forums.sjgames.com/showthread.php?t=76221 and I think Rasputin did the 3e WHite PLume Mountain http://forums.sjgames.com/showpost.p...1&postcount=14 Note that I did my by the Percentages where as I believe Rasputin did his by 'feel and suitability'. I know there must be others..... At any rate, Dungeon Fanasy on the cheap allows you that 'leveling up feeling' and my personal advice is to start at around 150 points. I dont know if its still available, but someone should do a rigorous write up of Gorgolands gauntlet becasue that module is a helluva good time and should convert quite easily. (Is that one still free?) Abandon any notions of Points to Level conversions as they will only lead you to madness. There you have it. You have rules. You have at least 2 adventures. You have players. Assuming you have dice, you're on your way :) Nymdok p.s. Eveytime I post these links I get the wild hair to redo Castle Amber....that hair once again is feeling wild.... |
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If you want fewer points, there's always Dungeon Fantasy on the cheap.
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Wow even Kromm replied to my thread.
So I've decided that I'm going to build 150 templates based on Dungeons Fantasy 1. I don't own Dungeon Fantasy: Henchmen. Would that save me time creating 150 points templates? Now I'm thinking about purchasing the famous T1-4: Temple of Elemental Evil... What do you guys think? PS I love gurps, in the last month I've run a Cthulhu adventure, a cyberpunk adventure and now I'm looking into a dungeon crawl. Next must be sci-fi :) |
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Anders that's amazing, thanks.
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Well, it's your game, but... Why just don't use DF 1?
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Wildcard skills are another way to simplify. Knight!, Thief! and Barbarian! (made into a generic Survivor! skill) are pretty cost effective and make good class markers. In general if you want to keep it simple it's mostly a matter of stripping away Advantages and some of the templates.
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I am currently running a long term "DF-style" campaign where we have had so far 173 gaming sessions with normal length of about 9 hours.
The campaign started with 100 point characters and the characters are now almost 2000 points. What I found was that at least my players appreciate fairly rapid advancement as it gives a feeling of character developing, So I am basically giving 1 point/hour of play+some extra bonus points. I did find that the Gurps default magic system does not scale well to high points, as it becomes a game of: fire away as many as possible tries of "save or you lose"-spells, preferably as low as possible cost so you can repeat them many times. Things like: Sleep: 4 FP and allows a free kill. Sickness: 3 FP. But the enemy can still run away just not fight. Basically when a lot of the enemies have saves close to 16, the mage will mostly need defenses to survive and as many as possible tries for the enemy to roll badly and lose. Other parts of the system do not break at higher points, but actually scale fairly well. (Of course some parts of the system like the sense rolls and stealth are broken from the start...) The 100 point characters definitely felt like "1st level":ish and the current 1900 point characters feel like maybe "15th-20th level":ish in personal power. The starting skills were in the 10-14 range, where even the basic actions often failed. Currently the best skills are slightly above 40, with a lot of skills in the 30s, where a mere -10 is a low penalty. |
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In fact given that some of those levelled traits are quite cheap themselves, Stroking ST Limited to Unarmed Only, and levels of Hard To Kill (as well as severely Limited levels of DR), it might be possible to gather all of them into a (levelled) Meta-Trait so that the Pact PM can more fully be applied to them. But that might be a bit cheesey, and even if it's not deemed cheesy it's very important not to apply the PM twice. For a typical PM little damage is done but I imagine this PM is going to be -25% or thereabouts. |
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I do impose an Unusual Background cost for exceeding racial norms in the campaign, which absent a racial modifier are 15 for all Attributes except ST, which can be 20. The UB ranges from a 1-point Special Exercises Perk for plausible Secondary Attributes (or what amount to sub-Attrubutes, e.g. Lifting ST) raised by a couple of levels as part of a Style to a gradually increasing 5-20 point Unusual Background per level of Attribute above racial maxima. I have a couple of PCs with IQ, Per and/or Will 16 and one with DX 17, but none higher. I expect to see further gradual increases, but fairly slow, as there are always other power-ups to get, skills to improve and niche-specific awesome stuff to get more awesome at. 2,000 points barely covers a truly powerful wizard or priest in my setting. The PCs are mostly warriors or rogues with a few supernatural tricks, maybe a smattering of spellcasting ability. None of them have the Magery/Power Investiture 7+, Energy Reserve 300+ and hundreds of points of Modular Ability as well as hundreds of learned spells needed to truly rank among the great spellcasters of the setting. *Since the winning of Wealth, fame (Reputation), social position and influence (Status, Allies, Contacts, Favors, etc.) is kind of the point of the game, I don't charge points for loot, earnings, investments, friends made, allegiances made and such, but instead track such things as part of the game world and the PCs' ongoing impact on it. The GCA write-ups of the PCs accordingly lack the appropriate Wealth level for their astronomical levels of loot, awesome magic items and legions of loyal followers. Only relationships that the players deliberatly spent earned points on to get a meta-game insurance from betrayal or imperfect memories for prior favours are counted in the 'official' point values of PCs, which range from 1,050 to just over 1,260. All the same, I think their Wealth and magic gear alone is worth 300+ points above that and a case could be made for adding at least 500 points in Wealth and other social and influence traits to the main PCs. |
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Buying every single power-up in Dungeon Fantasy (from the core PDFs to the Pyramid articles) - they'll keep you plenty busy enough.
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ST 11 (10) DX 14 (80) IQ 17 (140) HT 14 (40) Will 17 (0) Perception 17 (0) HP 11 (0) Fatigue 14 (0) Fatigue (Magic Only) 9 (27) Basic Lift: 24 lb Basic Speed: 7 Move: 7 Dodge: 11 Swing Damage: 1d+1 Thrust Damage: 1d-1 Languages (Native): Common Aerdi, Elvish, High Aerdi (2x4+LT) Languages (Accented): Aegyptian, Anglish, Arabic, Argossean, Baklunish, Cold Tongue, Drow, Dwarvish, East Oeridian, Flan, FR Common, Garethi, Gnomish, Goblin, Gorean, High Temung, Illyon, Low Talislan, Novarian, Orcish, Tsolyanu, Vendhyan, West Oeridian, Wolsan (21x2+LT) Language (Written Only, Native): Suloise (2+LT) Languages (Written Only, Accented): Ancient Baklunish, Old Oeridian (2x1+LT) Languages (Spoken Only, Accented): Hepmona (1+LT) Cultural Familiarities: Cultural Adaptability (Xeno-Adaptability) (20) Wealth: Filthy Rich (50) Status: 1 (0) Reaction: +2 Diplomacy, +2 Fast Talk, +2 Voice, +/- Status Advantages: Absolute Direction (5), Absolute Timing (2), Ambidexterity (5), Combat Reflexes (15), Danger Sense (15), Empathy (15), Fit (5), High Pain Threshold (10), Language Talent (10), Luck (15), Recovery (10), Unfazeable (15), Voice (10) Perks: Alcohol Tolerance (1), Deep Sleeper (1), No Hangover (1) Disadvantages: Compulsive Carousing (12) (-5), Compulsive Spending (12) (-5), Curious (12) (-5), Laziness (-10), Lecherousness (12) (-15), Xenophilia (12) (-10) Talent: Smooth Operator: (Diplomacy, Fast Talk, Intimidation, Savoir-Faire, Sex Appeal, Streetwise) +2 (10) Skills: Acting IQ/A 16 (1), Administration IQ/A 16 (1), Alchemy/TL3+4 IQ/VH 15 (2x2), Archeology IQ/H 15 (1), Area Knowledge (Magira) IQ/E 18 (2), Bow DX/A 18 (16), Brawling DX/E 14 (1), Breath Control HT/H 14 (4), Broadsword DX/A 18 (16), Carousing HT/E 18 (12), Climbing DX/A 14 (2), Connoisseur (Wine) IQ/A 17 (2), Crossbow DX/E 16 (4), Detect Lies Per/H 15 (1), Diplomacy IQ/H 20 (2+Voice+Talent), Disguise/TL3 IQ/A 16 (1), Engineer/TL4 (Clockwork) IQ/H 15 (1), Erotic Art DX/A 14 (2), Esoteric Medicine Per/H 16 (2), Expert (Magic) IQ/H 15 (1), Expert (Natural Philosophy) IQ/H 17 (4), Fast Talk IQ/A 20 (1+Voice+Talent), Fortune-Telling (Feng Shui) IQ/A 18 (1+Charisma), Gambling IQ/A 16 (1), Herb Lore /TL3 IQ/VH 14 (1), Hiking HT/A 14 (1), History (Magic) IQ/H 16 (2), Innate Attack (Beam) DX/E 16 (4), Interrogation IQ/A 17 (2), Intimidation Will/A 18 (1+Talent), Judo DX/H 13 (2), Innate Attack (Projectile) DX/E 17 (8), Karate DX/H 13 (2), Knife DX/E 14 (1), Knot Tying DX/E 15 (2), Leadership IQ/A 16 (1), Mathematics TL3 (Applied) IQ/H 15 (1), Mental Strength Will/E 18 (2), Merchant IQ/A 20 (12), Meteorology/TL3 (Weathersense) IQ/A 16 (1), Mind Block Will/A 17 (2), Naturalist IQ/H 16 (2), Navigation/TL3 (Sea) IQ/A 19 (1+AbsDir), Observation Per/A 17 (2), Occultism IQ/A 17 (2), Pharmacy/TL3 (Herbal) IQ/H 15 (1), Public Speaking IQ/A 20 (4+Voice), Research/TL3 IQ/A 16 (1), Riding (Horse) DX/A 13 (1), Savoir Faire (High Society) IQ/E 19 (1+Talent), Seamanship/TL3 IQ/E 17 (1), Sex Appeal HT/A 17 (1+Voice+Talent), Shield DX/E 14 (1), Shiphandling/TL3 (Sea) IQ/H 15 (1), Staff DX/A 15 (4), Streetwise IQ/A 18 (1+Talent), Swimming HT/E 14 (1), Tactics IQ/H 16 (2), Theology (Comparative) IQ/H 15 (1), Theology (Oerth Pantheon) IQ/H 15 (1), Throwing DX/A 13 (1), Traps/TL3 IQ/A 16 (1), Urban Survival Per/A 16 (1) Magic: Magery 5 (55) Inextinguishable Power (DF 11/36) (5) Mana Enhancer 1 (50) Wild Talent 1 (Retention, Magic Only, Costs 1 FP) (20) Thaumatology IQ/VH 20 (2) Spells: (188): Air (10): Purify Air 20 (1), Create Air 20 (1), Shape Air 20 (1), Body of Air 20 (1), Concussion 20 (1), No-Smell 20 (1), Odor 20 (1), Windstorm 20 (1), Lightning 20 (1), Ball of Lightning 20 (1), Summon Air Elemental 20 (1), Control Air Elemental 20 (1), Create Air Elemental 20 (1) Body Control (13): Itch 20 (1), Spasm 20 (1), Pain 20 (1), Stun 20 (1), Sensitize 20 (1), Agonize 20 (1), Clumsiness 20 (1), Paralyze Limb 20 (1), Total Paralysis 20 (1), Wither Limb 20 (1), Deathtouch 20 (1), Hair Growth 20 (1), Haircut 20 (1) Communication & Empathy (14): Sense Foes 20 (1), Sense Emotion 20 (1), Truthsayer 20 (1), Compel Truth 20 (1), Mind-Reading 20 (1), Mind-Search VH 19 (1), Mind-Sending 20 (1), Telepathy VH 19 (1), Persuasion 20 (1), Communication VH 19 (1), Lend Language 20 (1), Borrow Language 20 (1), Gift of Letters VH 19 (1), Gift of Tongues VH 19 (1) Earth (8): Seek Earth 20 (1), Shape Earth 20 (1), Earth to Stone 20 (1), Create Earth 20 (1), Walk through Earth 20 (1), Summon Earth Elemental 20 (1), Control Earth Elemental 20 (1), Create Earth Elemental 20 (1) Enchantment (4): Enchant VH 19 (1), Powerstone 20 (1), Manastone VH 19 (1), Scroll 20 (1) Fire (13): Ignite Fire 20 (1), Shape Fire 20 (1), Create Fire 20 (1), Extinguish Fire 20 (1), Fireball 20 (1), Explosive Fireball 20 (1), Heat 20 (1), Flaming Weapons 20 (1), Flaming Missiles 20 (1), Flame Jet 20 (1), Summon Fire Elemental 20 (1), Control Fire Elemental 20 (1), Create Fire Elemental 20 (1) Food (9): Test Food 20 (1), Seek Food 20 (1), Cook 20 (1), Create Food 20 (1), Decay 20 (1), Purify Food 20 (1), Mature 20 (1), Water to Wine 20 (1), Distill 20 (1) Gate (5): Seek Gate 20 (1), Scry Gate 20 (1), Control Gate 20 (1), Teleport VH 19 (1), Teleport Other VH 19 (1) Healing (9): Lend Energy 20 (1), Recover Energy 20 (1), Lend Vitality 20 (1), Minor Healing 20 (1), Major Healing VH 19 (1), Relieve Sickness 20 (1), Cure Disease 20 (1), Detect Poison 20 (1), Neutralize Poison 20 (1) Illusion & Creation (3): Simple Illusion 20 (1), Complex Illusion 20 (1), Know Illusion 20 (1) Knowledge (13): Detect Magic 20 (1), Seek Magic 20 (1), Mage Sight 20 (1), Mage Sense 20 (1), Aura 20 (1), See Secrets 20 (1), Seeker 20 (1), Pathfinder 20 (1), Trace 20 (1), History 20 (1), Ancient History 20 (1), Wizard Eye 20 (1), Invisible Wizard Eye 20 (1) Light & Darkness (10): Light 20 (1), Continual Light 20 (1), Darkness 20 (1), Blur 20 (1), Hide 20 (1), Colors 20 (1), Flash 20 (1), Night Vision 20 (1), Dark Vision 20 (1), Invisibility 20 (1) Making & Breaking (7): Find Weakness 20 (1), Weaken 20 (1), Restore 20 (1), Rejoin 20 (1), Repair 20 (1), Clean 20 (1), Dye 20 (1) Meta (13): Counterspell 20 (1), Dispel Magic 20 (1), Delay 20 (1), Link 20 (1), Maintain Spell VH 19 (1), Hang Spell VH 19 (1), Telecast VH 19 (1), Bless 20 (1), Magic Resistance 20 (1), Scryguard 20 (1), Scrywall 20 (1), Spell Shield 20 (1), Pentagram 20 (1) Mind Control (17): Keen Vision 20 (1), Foolishness 20 (1), Daze 20 (1), Mass Daze 20 (1), Forgetfulness 20 (1), Sleep 20 (1), Mass Sleep 20 (1), Fear 20 (1), Bravery 20 (1), Loyalty 20 (1), Charm 20 (1), Enslave VH 19 (1), Mental Stun 20 (1), Emotion Control 20 (1), Ecstasy VH 19 (1), Suggestion 20 (1), Mass Suggestion 20 (1) Movement (4): Apportation 20 (1), Levitation 20 (1), Poltergeist 20 (1), Winged Knife 20 (1) Necromantic (3): Steal Energy 20 (1), Steal Vitality 20 (1), Summon Demon 20 (1) Protection & Warning (9): Weather Dome 20 (1), Shield 20 (1), Missile Shield 20 (1), Reverse Missiles 20 (1), Sense Danger 20 (1), Watchdog 20 (1), Sense Observation 20 (1), Umbrella 20 (1), Magelock 20 (1) Sound (10): Sound 20 (1), Keen Hearing 20 (1), Voices 20 (1), Thunderclap 20 (1), Great Voice 20 (1), Message 20 (1), Far-Hearing 20 (1), Sound Vision 20 (1), Wizard Ear 20 (1), Invisible Wizard Ear 20 (1) Water (10): Seek Water 20 (1), Seek Coastline 20 (1), Purify Water 20 (1), Create Water 20 (1), Destroy Water 20 (1), Dehydrate 20 (1), Breathe Water 20 (1), Summon Water Elemental 20 (1), Control Water Elemental 20 (1), Create Water Elemental 20 (1) Weather (3): Predict Weather 20 (1), Current 20 (1), Wind 20 (1) |
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And don't forget certain types of gear. A Thief with a ring of invisibility can be quite useful. My biggest question is, in the 1000-2000 point spread, what exactly are you going up against? Demigods? Cthulhu? |
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Remember that suitably steep Unusual Background costs can make any budget seem modest! I've met GMs who charged human PCs a 100-point premium per DX, IQ, or HT level past 20. Then there are things like Unusual Background (Demigod) at several hundred points in return for access to powerful exotic and supernatural advantages off a suitably fantasy-themed list. If the only way to get Burning Attack 10d [50] or any Telekinesis at all is to be the bastard offspring of a god for 500 points, then players will pay it.
Taking that last point further, it's common enough to let delvers evolve into fantasy-themed supers – not via mutations and super-sera, but through the effects of divine, magical, and cosmic forces. Again, the GM probably won't be handing out unlimited access, but even sticking to what suits myth, a cleric with Super Luck 3 (Alter Reality, +75%; Wishing, +100%) [825] is pretty powerful . . . and needs a lot of points! Ditto a wizard with Snatcher (Creation, +100%; Large Items, +50%; More Weight, 100 lbs., +40%; Permanent, +300%) [472], who can do the classic "snap my fingers and make stuff appear" trick. Even without super-powers, going well beyond sane limits on open-ended abilities is a thing. A 2,000-point warrior may actually be able to have up to ST 50 [400], DX 30 [400], HT 20 [100], HP 200 [300], Basic Speed 20.00 [150], and Basic Move 30 [50] among his abilities, and go around one-shotting multiple dragons per turn with a big stack of Extra Attacks. A mega-wizard or mega-cleric might just be able to cast permanent Alter Body or Resurrection casually with Energy Reserve 200 or 300 [600 or 900]. The GM of such madness really has to reimagine what "dungeon fantasy" means, but it isn't all that far from the highest reaches of old-school FRPGs. I imagine that a few of us here remember groups that included clerics who could resurrect on demand, fighters who could one-shot giants, and wizards who could cast multiple Time Stop and Wish spells . . . taking on demon lords and gods just to slaughter them and take their stuff. Such PCs had typically used scads of wishes to ratchet a few attributes up to 25 on the old 3-18 scale, which was That Other Game's code for "as good as you can get," which in an open-ended game like GURPS might correspond to, say, a DX or IQ of 30 or 50 or 100. |
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Sir Michael Carragher* was conceived as a warrior with some wilderness survival, mountaineering and archery. In D&D terms, he would probably have been a Fighter with a level of Ranger or something. In Dungeon Fantasy terms, a junior Knight with maybe a lens for Scout or Barbarian. This was back when he was a tall but gangling 150 point tyro swordsman who went to the Big City for the first time and met his cousin Murlak, launching their famous adventuring careers. Murlak Solstice, meanwhile, was a young, but promising swashbuckling rogue and con man who belonged to the Thieves' Guild in the city. In D&D terms, most certainly a Rogue or Thief, depending on edition. In Dungeon Fantasy terms, either a Thief or the Rogue from Pyramid #64. Some 1,200+ points later, Sir Michael Carrager is still, in D&D terms, a Fighter with a level or two of Ranger. He is an accredited knight, has followers, owns land where he is building a castle and settling farmers and villagers and he's marrying a titled noblewoman, but he remains a recognisable Knight in DF terms and a Fighter in D&D terms. Murlak Solstice is most certainly still a Rogue or Thief, but if we were to imagine him in terms of D&D multi-classing, we might find some Prestige Classes to model his swashbuckling fencing and command of a privateer ship** (Duellist? Swashbuckler? Dread Pirate?) and his plutocratic power in the setting (Merchant Prince). That points out a tendency of high-level play, actually. A Warrior, Fighter or Knight can remain a Warrior, Fighter or Knight at high power-levels, but should probably aim to become a general, condottieri, warlord or feudal lord as well, something to allow him to lead other men into battle. A Thief or Rogue would do well to become a more subtle mover-and-shaker in the world, either in the underworld, the legitimate business world or both. *Who oringally went by the name Brash Mickey and still answers to that in private. **As well as, ah, that whole 'secret pirate alter ego' and command of a pirate fleet after defeating their previous pirate lord. |
Re: Old-School D&D style game
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GM: Tactical Teddybear rolls against Guns (Rocket Launcher) and gets... an eight! He gets a direct hit unless Santa dodges... with an eleven! Fail! A fiery explosion blows enormous chunks out of Santa's torso. Roll damage! PLAYERS: [general cheering] GM: You seem to have finally inflicted a Major Wound! Santa's facial expression appears somewhat distracted, and he rolls HT vs Stun+Knockdown... with a fourteen! He's still on his feet! PLAYERS: [general looks of bewildered disbelief] |
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They are all really multiclassed One is Reactions+Melee with minor spell casting(control and fascination type+some combat buffs magic): 684 points are in advantages, 157 in spells, 115 points in combat skills, 61 in physical skills, 184 mental skills. Things of note: Charisma 9. appearance 5, empathy, 61 points in talents, weapon master. Also has recently acquired alternate form to water elemental. One is light fencer type melee with lore skills some knowledge and illusion magic and thief skills: 583 points advantages, 152 points in spells, 164 points in combat skills,120 in physical skills, 289 mental skills. Things of note: warp, dark vision, weapon master. 52 points in smallsword, Bardic lore 48 points, stealth+traps+locks+acrobatics all around 20 points. One is then a wizard/cleric with knowledge skills and fairly good melee skills to survive until he can win the fight. Funny enough he has really low number of points in spells: 679 points advantages, 178 points in spells, 112 points in combat skills,64 in physical skills, 257 mental skills. Things of note: Regeneration, peripheral vision, Dark vision. 40 points in thaumatology, 36 points in Humanities! 33 points in innate attack, 28 points in smallsword. One is tankish holy warrior type, but also the best sneaker in the group and fair archer and really many types of magic(but badly), really built to do everything(badly) except tank well: 952 points advantages, 139 points in spells, 101 points in combat skills,166 in physical skills, 196 mental skills. Things of note: Alternate form(fire giant),Regeneration,Holy glory, resistant to evil super natural weapons, spirit weapon, Innate attack type sword, 65 points in sword!, stealth 24 points Has total DR of 23 and injury tolerance /2 in fire giant mode and stealth almost 40 in elf form. |
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That's the thing with this kind of fantasy . . . The GM really, really needs to challenge the PCs. Of course, not everyone will survive via lots of HP. Some will retcon a miss with enhanced Super Luck, some will be insubstantial, and so on. And of course the GM will need things to challenge those guys, too. It's nuts, which is why Dungeon Fantasy doesn't go there, officially. ;) |
Re: Old-School D&D style game
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Each of them is worth at least a solid 1,000 points without social advantages. It's not cheap to learn all the skills needed to be such things as an awesome warrior with any weapon*; military leader or an architect of societies; polished courtier, crowd-pleasing entertainer or rabble rousing orator; heroic sailor, explorer, tinker, tailor, soldier, spy.** Sir Michael has 455 points in skills and techniques and he has just over 100 individual skills and techniques. Murlak has invested slightly less in terms of skill points, with 357 points in skills and techniques and his skill list has just under a 100 individual skills and techniques. Their Attributes as ST 20; DX 14; IQ 12; HT 15 for Sir Michael and ST 12; DX 17; IQ 15; HT 13 for Murlak. Both have multiple Talents relating to their niches at high levels. Murlak has a total of 539 points in Advantages, ranging from a wide range of Languages to various Power-Ups relating to roguish things and a 'Shadow Step' Warp power granted by the god of rogues and shadows. Sir Michael has 455 points in Advantages, of which the most expensive, apart form Talents, are his Injury Tolerance: Damage Reduction /3 [75] and Weapon Master [45]. Both have at least Extraordinary Luck (all characters in the campaign have at least Luck and I suppose Extraordinary Luck is about the average level) and Murlak has both Ridiculous Luck [60] and Serendipity. Sir Michael has skill 22-25 in more or less all combat skills. **Note, no one is actually a tinker or tailor. |
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There is clearly a cataclysmic war coming, all the signs and prophesies point to it, but most people see it as something that will happen at some far future time, the players are among the groups that see the signs as imminent threat and are trying tilt the balance of the coming big war. Currently the campaign is towards end of "book 5" of a 13 "book" saga. They have recently fought dragons, cultists, beholders, powerful demons and drow. Have been instrumental in turning the tide of one war and similar things. (Really in that way also similar to upper heroic levels in D&D) They have been visited by and courted by demigods and lieutenants of major gods, but they have not yet fought any demigods directly, though they have stopped several of the truly powerful forces by striking before the force has awakened or regained it's true power. In the campaign world typical demigod power levels are in the 3000-5000 point ranges, so they are approaching those levels "soon"(as in: not this year but next year or the year after) |
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Is it that the Pyramid expansions add a bunch of very expensive power-ups? |
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The catgirl bard had a Diplomacy score over 100 and talked down Catastrophy dragons into becoming our loyal cohorts. Quote:
Chasing the hysterical archer around the battlefield via Discriminatory Smell with an arrow sticking out of each of his eyesockets was definitely a high point in his career. [1] Shut up, BAM-ofet was terrible with math. |
Re: Old-School D&D style game
I have lot of experience with this due to running my Majestic Wilderlands under GURPS since 1988.
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http://www.batintheattic.com/downloa...20Template.pdf I typically go to the 4e Historical Folk netbook that is floating around as a starting point. http://www.mygurps.com/historical_folks_4e.pdf Quote:
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http://www.batintheattic.com/scourge_demon_wolf.html As for TSR or Wizards, I find using the the basic dungeons found in core books like the Porttown Dungeon in Holmes Basic D&D to be well suited for an initial foray for GURPS dungeon crawling. As that may hard to find, I recommend the dungeon in Swords & Wizardry quick start. http://www.black-blade-publishing.co...tart-pdf-.aspx Quote:
Even with healing potions, forays into well-populated dungeon tend to be hit and run affairs. The group will scout out an area, pick a target, and hit it. If injured enough they will run and recuperate. Scouting and understanding the situation in the locale or dungeon becomes very important. Because of this the dungeon tend to be more background heavy in my campaign. So that doing this has a clear payoff. I stress that the key to make GURPS work for novices is clear, well written templates. Start out with the traditional set of Fighter, Priest, Thief, and Mage and go from there. I recommend Dungeon Fantasy Henchmen as a starting point for sub 250 point campaigns. As for Dungeon Fantasy, what 250 points gets you is characters with endurance. They get injured, and badly. It is still GURPS after all. However they have just enough extra that they can last 3 or 4 encounters before recuperating. Similar to classic D&D except of course Combat takes longer to resolve most times. With my starting point of 100 to 150 points that number is one or two encounters. |
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I think DF does a good job of emulating AD&D 1st edition. But for OD&D 150 pt templates are a better fit. Which is ultimately why I when I adapted my Majestic Wilderlands from my GURPS notes I went with Swords & Wizardry as the base rather than OSRIC (AD&D) or d20. |
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