A little lost
Hi Forums!
A little background about myself, I've been playing DnD for about 10 years now, and I have never tried any other system (shame!). I have had my interested piqued by GURPS, and I bought a few of the books that I think would be necessary to convert my DnD party to GURPS(Basic Set, Powers, Martial Arts, Dungeon Fantasy: Adventurers). I am the GM, and I'm looking to move from DnD 5E to GURPS. I'm building my player's characters for them, and once we're all a bit more comfortable with the system I will let them rebuild. I've lurked around here a bit, but I'm still finding it a bit hard to work out what kind of skills and abilities I should be going for. I've only just finished reading the Basic Set books, and I've skimmed the rest, so this is sort of my first attempt at building a character. I am using the Gurps Character Generator to help me. I have 5 PCs (so far), and I'll present them to you quickly here. I've tried to remove them as much as possible from the DnD class, and distill them into the character (which is partially why I want to try GURPS). I've also got a TL;DR backstory. They all work for a well funded but kind of shady organisation. It's a low-ish fantasy, low magic, TL3 setting. There is regular combat, but not necessarily every session. Innkeep turned Ranger
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Urban Bounty Hunter
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Half-Orc Barbarian
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Effeminate Half-Elf warlock beholden to a devil
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Gnomish Skyship Captain/ Swashbuckler
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I'm just going to go over what I have for the Innkeep turned ranger. Please tell me if I'm being dumb, missing something, could improve something. I am basing it off the Scout from DF1. I haven't statted the ally yet. Points are 250/-35. ST 11 [10] DX 14 [80] IQ 12 [40] HT 13 [30] PER 13(+1) [5] HP 13(+2) [4] Ally (Always there, 100% pts) [20] Animal Empathy [5] Night Vision 3 [3] Speak With Animals (All Land -40%) [15] Talent Animal Friend 1 [5] Talent Outdoorsman 1 [10] Honest Face [1] Strongbow [1] Heroic Archer [20] Vow (Protect all animals in need) [-10] Greed (12) [-15] Wealth, Struggling [-10] Armory (Bow) IQ-1 [1] Animal Handling IQ [1] Body Language Per-1 [1] Bow DX +4 (18)[16] Camo IQ+1 [1] Climbing DX-1 [1] Fast Draw (Arrow) DX +2 (16) [1] First Aid IQ [1] Herb Lore IQ-2 [2] Shortsword DX (14) [2] Sleight of Hand DX-2 [1] Survival (woods) Per +1 [2] Survival (Plains) Per [1] Tracking Per +1 [2] Navigation (Land) IQ[1] Naturalist IQ-1[1] Vet IQ-1 [1] I think it's probably dumb to stat everything at once, so I'll wait for feedback before statting up the next one. Thank you in advance for any comments! |
Re: A little lost
Off the top of my head. Where did you get the -40% limitation for all land? I might go -20%
Also Combat Relfexs seems a good fit and adds to your Fast Draw skill. |
Re: A little lost
The first thing that comes to mind with that Innkeep/Ranger is that he sure could use the Stealth skill.
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With D&D you had fewer choices so just went with what was allowed. The point system of GURPS means always having to pick and choose which is the hardest part of building a character. What do you want more than something else? However what you wind up with is uniquely yours so the end result is typically more satisfying. But remember that as you bring in the rest of your players. Those Templates in DF: Adventurers were built mostly to help make that part easier. Speaking of which what level are these D&D characters? |
Re: A little lost
Well, you might save a little by pruning a level of IQ... Actually DX too, though I probably wouldn't do that.
I don't think there's any way you can scare up points for Combat Reflexes without accepting a capability hit somewhere, either dropping an Attribute level and not buying up skills, or giving up a significant Advantage. To add some fiddly small change things like Stealth, you could just take a few Quirks. |
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You could absolutely let them add up to five quirks! Even if you want to be conservative about disadvantages, you could certainly let them have -50 points (half of 100) or -75 (half of 150) without being excessive. That would give you a little more room. |
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Yeah I genrally go for a 50 point cap as more than that can really be an issue in effectiveness but it is far from a hard rule.
Quirks are great little roleplaying bits so I encourage those. Not sure on how the level matches up and hoping someone familiar with recent D&D versions will speak up. |
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I'd definitely allow the usual 5 quirks in addition to whichever limit, though. |
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For starting gurps players a lower Disadvantage level is not a bad thing. I'll second the comment about using -5 in quirks and add that leaving a couple of quirks blank at game start is an option too.
If your the GM you can always increase the point total of the characters too. |
Re: A little lost
I usually prefer to only have disadvantages that really are core to the character concept and that the player is willing to play, not just add them to get a few more points. As a GM, I'd rather give the character a few extra points than have a disadvantage that I'm going to have to police.
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Re: A little lost
I'd say they should have at least 1 point in Professional Skill(Innkeeper).
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Would Bartender be a better fit? I think I'm happy to let everyone take a few quirks, so Stealth and Bartender are definitely skills I can grab. |
Re: A little lost
Isn't there an innkeeper mixed profession lens?
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I found an innkeeper template that's apparently on Dungeon Fantasy 10 (I don't have the book though.) It's a full 250 point character rather than a lens though. |
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There's no 50 point lens for dabbling in that template. However it's a good template to pillage for things for a character who's got a bit of innkeeper/bartender background. The professional skill is indeed Bartender. It also presents the Improvised Weapons (Kitchenware) perk which lets you treat various kitchen tools as real weapons; since these are cheaper than real weapons, that's pretty handy for a starting character. |
Re: A little lost
I think that I must have made my own 50 point innkeeper lens. Maybe I can find it for you.
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