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-   -   The D&D Monster Conversion Thread (https://forums.sjgames.com/showthread.php?t=134578)

Pragmatic 04-26-2015 08:04 PM

Re: The D&D Monster Conversion Thread
 
Quote:

Originally Posted by Anthony (Post 1894793)
Apparently, as the wyrm dragon is grossly underpowered. Personally, I'm opposed to normalization, not everything should be viable for a given power level of PC, any more than it's reasonable to have a great wyrm dragon in a level 10 D&D game.

Still, a great wyrm could be the size of a bus, and not a 747.

Just scale it down some, in other words.

Anthony 04-26-2015 08:15 PM

Re: The D&D Monster Conversion Thread
 
Quote:

Originally Posted by Pragmatic (Post 1894796)
Still, a great wyrm could be the size of a bus, and not a 747.

Just scale it down some, in other words.

Why? I question the value of any formulaic conversion of d20 monsters, but if you're going to do so, might as well make it accurate (not that it's actually the size of a 747; the size rules are vague, but most likely a great wyrm is 50-100' depending on type).

Rasputin 04-26-2015 09:41 PM

Re: The D&D Monster Conversion Thread
 
Quote:

Originally Posted by abe ray (Post 1894803)
Just a thought, a dnd kolbold is different from a gurpsian one,correct?

The D&D one inspired the GURPS one (I wrote the one on the wiki), but it isn't a translation by any means. The ones Jürgen and Thalassogen wrote are translations.

Jürgen Hubert 04-27-2015 01:08 AM

Re: The D&D Monster Conversion Thread
 
Quote:

Originally Posted by abe ray (Post 1894803)
Just a thought, a dnd kolbold is different from a gurpsian one,correct?

The GURPSian one may be inspired by the earlier versions of the D&D kobold, which was a small, dim humanoid.

D&D 3E and later changed them to small reptilian critters very distantly related to dragons, which made them more interesting IMO. Frankly, there are already so many humanoids in D&D that it becomes hard to tell them apart.

Not 04-27-2015 01:22 AM

Re: The D&D Monster Conversion Thread
 
Did the same thing happen with "Troglodyte," which means chimp or early man?

Sassy Psionic Space Squid 04-27-2015 01:24 AM

Re: The D&D Monster Conversion Thread
 
Quote:

Originally Posted by Jürgen Hubert (Post 1894875)
The GURPSian one may be inspired by the earlier versions of the D&D kobold, which was a small, dim humanoid.

D&D 3E and later changed them to small reptilian critters very distantly related to dragons, which made them more interesting IMO. Frankly, there are already so many humanoids in D&D that it becomes hard to tell them apart.

I like the Munchkin Kobolds better, so cute and silly and at the same time, that wide maw gives the feeling of a genuine hardcore predator.

They remind me of the Cheshire Cat from Tim Burton's Alice in Wonderland, which I think is really great.

Anthony 04-27-2015 01:52 AM

Re: The D&D Monster Conversion Thread
 
Quote:

Originally Posted by Jürgen Hubert (Post 1894875)
D&D 3E and later changed them to small reptilian critters very distantly related to dragons, which made them more interesting IMO. Frankly, there are already so many humanoids in D&D that it becomes hard to tell them apart.

I'd implement 3e kobolds as a racial package as something like:
Kobold (-5 points)
Attribute Modifiers: ST -3 [-30], DX +1 [20]
Secondary Characteristic Modifiers: SM -2 [0]
Advantages: DR 1, Flexible (Scales) [4], Infravision [10], Kobold Trickery 2 [10], Sharp Teeth [1]
Disadvantages: Cowardice (12) [-10], Social Stigma (Savage) [-10]
*Kobold Trickery adds to Lockpicking, Mining, Scrounging, Sleight of Hand, and Traps, as well as Alchemy rolls to create harmful or destructive materials.

Jürgen Hubert 04-27-2015 06:08 AM

Re: The D&D Monster Conversion Thread
 
Quote:

Originally Posted by Anthony (Post 1894884)
I'd implement 3e kobolds as a racial package as something like:
Kobold (-5 points)
Attribute Modifiers: ST -3 [-30], DX +1 [20]
Secondary Characteristic Modifiers: SM -2 [0]
Advantages: DR 1, Flexible (Scales) [4], Infravision [10], Kobold Trickery 2 [10], Sharp Teeth [1]
Disadvantages: Cowardice (12) [-10], Social Stigma (Savage) [-10]
*Kobold Trickery adds to Lockpicking, Mining, Scrounging, Sleight of Hand, and Traps, as well as Alchemy rolls to create harmful or destructive materials.

Here is the version already up on the wiki:

22 points.

Attribute Modifiers: ST -3 [-30]; DX +1 [20].
Advantages: Damage Resistance 1 (Tough Skin, -40%) [3], Dark Vision [25], Kobold Talent 1 (Camouflage, Engineer (Mining), Observation, Stealth, Traps) [5].
Quirks: Light Sensitivity (-1 to Per- and DX-based rolls in bright sunlight) [-1].

Rasputin 04-27-2015 07:48 AM

Re: The D&D Monster Conversion Thread
 
I couldn't leave this one undone:

Flumph
ST: 10 HP: 10 Speed: 5.75
DX: 13 Will: 12 Move: 0 (See notes)
IQ: 10 Per: 12
HT: 10 FP: 10 SM: -3
Dodge: 8 Parry: N/A DR: 3*

Spikes (14): 1d-1 impaling plus follow-up 1d-2 corrosive. The corrosive damage keeps happening for the next 1d seconds, or until someone makes a First Aid roll to flush the wound. Reach C.
Spray (14): The flumph shoots a foul-smelling jet 1 yard wide and 5 yards long. Anyone it hits with its jet must resist HT or be nauseated for a number of seconds equal to margin of failure. The smell lingers for 1d hours. Anyone coming within 30 yards of it must resist HT+2 or be nauseated for a number of seconds equal to margin of failure.

Traits: 360° Vision (Easy to Hit); Acute Hearing 1; Acute Vision 1; Congenial; Flight (Air Move 3); Infravision; Mute; No Legs; No Manipulators; Pacifism (Cannot Harm Innocents).
Skills: Brawling-14; Gesture-12; Observation-12; Stealth-14.
Class: Mundane.
Combat Effectiveness Rating: 21 (OR 17 and PR 4).
Notes: Flipping a flumph on its back keeps it from moving. Truly lame.


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