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-   -   DFRPG running D&D 5e starting adventures (https://forums.sjgames.com/showthread.php?t=186403)

sjmdw45 09-01-2023 02:24 PM

Re: DFRPG running D&D 5e starting adventures
 
Converting D&D adventures to Dungeon Fantasy RPG (Powered By GURPS)

One of the joys of GURPS, in theory, is that you can run anything you can think of in it. One of the joys of running well-designed D&D modules, from AD&D's Against the Giants series to the best of OSR adventures today, is that they are different from stuff you write yourself. They can surprise you and teach you new things. There are some monsters that D&D and DFRPG share in common, like ogres, goblins, dragons, and mariliths/peshkalis, and there are products out there like Nordlond Bestiary which provide quite a lot of others, but what do you do about traps and treasure?

Here are my rules:

1.) For treasure values, divide gold piece amounts by 100 and silver amounts by 10, e.g. if the module says you find 200 gp and 35 silver, you find two gold pieces ($800) and three silver pieces ($60). For jewelry/trade goods/etc. apply this same rule directly to the value of the jewels/etc. using whatever currency the value is given in.

2.) For traps, if it's a known trap type from the DFRPG books like a deadfall or crossbow trap, use whatever is listed there. Otherwise, it's noticed with a Per check; Disarmed with a Traps check; unavoidable unless disarmed; and if it's triggered it is Saved/Evaded with a DX check (or Will check if magical, HT check if poisonous), and does the same damage as listed in the module. Since D&D and DFRPG use HP differently, traps with large damage amounts in D&D (e.g. 5d10 poison) are sometimes intended to be reliably lethal, but that's better represented in DFRPG by making them difficult to avoid. Every time you cut the damage dice in half, rounded up, add a -2 penalty to all detection/disarm/evasion rolls. For example, if an evil lich king's tomb has a poison gas damage trap that does 5d10 poison damage per round for 10 rounds if triggered, in DFRPG you can convert it to a 3d10 toxic damage per second gas trap that is detected by Per-2, disarmed by Traps-2, and does no damage this second if you succeed against HT-2. Or you can halve the damage twice more to get a 1d10 damage per second trap that's detected by Per-6, disarmed by Traps-6, and resisted by HT-6.

3.) In all cases, if these simple defaults feel off to you, tweak them! If you want to convert the gas trap from 1d10 damage to 2d6, detected at Per and disarmed at Traps-6 but with no HT check to avoid the damage, do so. These rules are just a starting point to save you hassle for things you don't have a strong opinion about.

Happy gaming to all!

jackcelso 09-22-2023 08:29 PM

Re: DFRPG running D&D 5e starting adventures
 
The real question here is WHY?

Sorry guys but these are VERY basics adventures!!!

caravan to ein arris is better!!!

sjmdw45 09-22-2023 11:34 PM

Re: DFRPG running D&D 5e starting adventures
 
Quote:

Originally Posted by jackcelso (Post 2502406)
The real question here is WHY?

Sorry guys but these are VERY basics adventures!!!

caravan to ein arris is better!!!

For me it's because I'm interested in learning things from people smarter than me, and while 99% of D&D adventures are terrible, the ones that get good reviews on Ten Foot Pole are worth my time. (Also check out every adventure review on 1shotadventures, such as https://youtu.be/EokYqPJvBdQ?si=JVJ4PqAQJqcg7mOD for GURPS Orcslayer.)

restlessgriffin 09-23-2023 01:05 AM

Re: DFRPG running D&D 5e starting adventures
 
Quote:

Originally Posted by jackcelso (Post 2502406)
The real question here is WHY?

Sorry guys but these are VERY basics adventures!!!

caravan to ein arris is better!!!

Caravan to Ein Arris has NO magic. Why bother. It is the WORST game for recruiting folks to GURPS when they're expecting a fantasy game. Unless there has been an update to it to add magic.

mburr0003 09-23-2023 05:00 PM

Re: DFRPG running D&D 5e starting adventures
 
Quote:

Originally Posted by restlessgriffin (Post 2502422)
Caravan to Ein Arris has NO magic. Why bother. It is the WORST game for recruiting folks to GURPS when they're expecting a fantasy game. Unless there has been an update to it to add magic.

Who needs an update? Just add magic. I did that when I ran it as a solo adventure over thirty years ago.

restlessgriffin 10-01-2023 05:51 AM

Re: DFRPG running D&D 5e starting adventures
 
Quote:

Originally Posted by mburr0003 (Post 2502477)
Who needs an update? Just add magic. I did that when I ran it as a solo adventure over thirty years ago.

Unreasonable for new GMs. Easier to skip it and use something else.

restlessgriffin 10-01-2023 06:02 AM

Re: DFRPG running D&D 5e starting adventures
 
Quote:

Originally Posted by sjmdw45 (Post 2500473)
Converting D&D adventures to Dungeon Fantasy RPG (Powered By GURPS)

One of the joys of GURPS, in theory, is that you can run anything you can think of in it. One of the joys of running well-designed D&D modules, from AD&D's Against the Giants series to the best of OSR adventures today, is that ...

Here are my rules:

2.) For traps, if it's a known trap type from the DFRPG books like a deadfall or crossbow trap, use whatever is listed there. Otherwise, it's noticed with a ...
detection/disarm/evasion rolls. For example, if an evil lich king's tomb has a poison gas damage trap that does 5d10 poison damage per round for 10 rounds if triggered, in DFRPG you can convert it to a 3d10 toxic damage per second gas trap that is detected by Per-2, disarmed by Traps-2, and does no damage this second if you succeed against HT-2. Or you can halve the damage twice more to get a 1d10 damage per second trap that's detected by Per-6, disarmed by Traps-6, and resisted by HT-6.

If converting to GURPS you really should convert to d6. GURPS doesn't use d10s.

Quote:

3.) In all cases, if these simple defaults feel off to you, tweak them! If you want to convert the gas trap from 1d10 damage to 2d6, detected at Per and disarmed at Traps-6 but with no HT check to avoid the damage, do so. These rules are just a starting point to save you hassle for things you don't have a strong opinion about.
I guess I'd do 1d10 -> 2d6 - 2 (to give the correct range, min 1). Of course, the actual results would have a different distribution, but I'm ol with more mid-range results.

mburr0003 10-01-2023 12:43 PM

Re: DFRPG running D&D 5e starting adventures
 
Quote:

Originally Posted by restlessgriffin (Post 2503086)
Unreasonable for new GMs. Easier to skip it and use something else.

I was a new to GURPS GM when I did it over thirty years ago. Are newby GMs these days not made of the same stuff?

restlessgriffin 10-01-2023 03:23 PM

Re: DFRPG running D&D 5e starting adventures
 
Quote:

Originally Posted by mburr0003 (Post 2503123)
I was a new to GURPS GM when I did it over thirty years ago. Are newby GMs these days not made of the same stuff?

They are not. Far larger audience, more likely used to more technology with less patience. Comparison will be D&D 5e. GURPS already has the "too much crunch" rep working against it. Unfortunately there is no analogous GURPS Lite for Magic. I ran across a podcast for simple GURPS Dungeon fantasy that uses GURPS Lite 3e because apparently it included magic (I hadn't realized that old version had magic).

Dalin 11-19-2023 07:00 PM

Re: DFRPG running D&D 5e starting adventures
 
This afternoon I ran chapter five, "Paths of Peril," from Phandelver and Below: The Shattered Obelisk. Although the overall adventure is deeply flawed, this chapter was pretty fun and worked easily with DFRPG. It's basically a bunch of little mysteries that provide clues that lead the party to a secret lair with an evil cult. There are lots of opportunities to bring a variety of skills to bear. Indeed, I suspect that it plays better in DFRPG than D&D because of the wider variety of skills. The chapter is intended for levels 5-7, so it was a good fit for 250-point DFRPG characters.


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