Re: GURPS MIDNIGHT Conversion
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Re: GURPS MIDNIGHT Conversion
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Re: GURPS MIDNIGHT Conversion
After reading over the sample material and The Cardinal's 3e conversion, here are my initial thoughts:
1. Starting points, wealth, etc. If 150 + 100 disad was appropriate in 3e, I think 200 + 100 would be about right for 4e. I think the limitations on Heroic Paths can be dropped -- I feel that the points-based nature of GURPS should limit these adequately. A character who spends a lot of points on a Heroic Path will suffer in other areas (attributes, normal advantages, etc), and be balanced overall. Wealth can probably stay the same ($1000, only 5% may be kept as coinage). 2. Templates. Racial template will obviously be a must, and I think class templates are a good idea to help establish an idea of what is typical and expected for different character types. The race templates in the conversion will obviously need to be updated to 4e, but otherwise seem good. 3. Magic. I'll probably wait for Magic 4e before I dive into any magic system too deeply. My general inclination is to use Umana rules, with a Normal mana level for most of the campaign world. I'd do away with most of the limitations in the conversion, but that's just general preference, and may change once I've read over the setting-specific d20 magic rules in the core book. 4. Heroic Paths. Here's where I'd do things quite a bit differently. Rather than break these into levelled advantages for 10 pts/level, I'd make each Heroic Path a seperate Unusual Background, costing perhaps 15-20 points. Each Path/UB would allow the character to purchase certain specific Exotic and Supernatural advantages that wouldn't be normally available to other characters. I wouldn't really limit how many of these advantages a character could buy, but I might make some prerequisite to others (e.g. a Fey-Blooded character must already have Night Vision to buy Dark Vision, etc). I would also allow them to be bought with earned CP. 5. New Advantages/Disadvantages. Covenant Items will require some attention ... they could be bought as signature gear, but the owner should be able to invest earned CP into making them more powerful. With the exception of Battle Rage, most of the other new traits are pretty well covered by 4e ... Defender Training = Trained by a Master, Weapon Master = Weapon Master, and so on. For Battle Rage, I think building a Berserker template with bonuses to ST, HT, and certain inherent advantages and disadvantages, and then giving it to a character with the limitation: Costs Fatigue (perhaps 4/minute) would be appropriate. |
Re: GURPS MIDNIGHT Conversion
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I might suggest that supernatural advantages (ones that no-one outside of our Heroic Path) might be full price while more common advantages like Combat Relflexes, if covered under your Heroic Path, should get a discount of 20%. |
Re: GURPS MIDNIGHT Conversion
Probably will need some equipment deterioration system. I think Midnight has that.
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Re: GURPS MIDNIGHT Conversion
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I agree that we'll do the conversion without Umana ... I prefer it, but I know that not everyone does. That's part of the beauty of it -- it can be switched out for standard GURPS magic in just about any campaign, without much trouble at all. I have heard it mentioned that in the d20 version, non-mages can use feats or something to learn spells ... how does this work, or more importantly, how might it translate? Should non-mages be able to cast spells, as in the conversion? Should it be a High Mana setting? Should this be a manifestation of Magery 0? Quote:
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Re: GURPS MIDNIGHT Conversion
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Re: GURPS MIDNIGHT Conversion
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Mages (who have Magery advantage) can see magic - see the "color of magic" octarine. Non-mages (those without the Magery advantage) cannot see what they are doing. The non-mage is analogous to having a blind guy drive a car. Sure, the blind guy can drive it. And he may be able to get where he wants to go (albeit, much more slowly). But it sure is dangerous, even if there a sighted "back seat driver" helping. |
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I was getting from Midnight website intro that magic was an integral part of the world, and that the anti-mana stones (whatever they were called) were something that had never been seen or thought of before. The narrator of their little intro story was cast out of evlen society for rejecting magic, implying that magic was a large and integral part of elven life at least. |
Re: GURPS MIDNIGHT Conversion
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Just like sighted people in the real world typically don't/won't teach blind people to drive. High risk, high liability, no reward ... and puts one's reputation on the line. |
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