DFRPG running D&D 5e starting adventures
Anyone tried running any of the D&D 5e adventurs using DFRPG? Especially using rough conversions of the starting 1st level characters. By this I mean replacing skills and advantages by the nearest DFRPg equivalents, SO NOT trying to do a direct conversion,
The D&D 5e adventures I'm referring to in particular are from the starter set or Essentials Kit.
I'm thinking it might be interesting to run a Forgotten Realms campaign starting with Stormwreck Isle and then running a combined Phandelin adventures combining Lost Mines of Phandelver and Dragons of Icespire Peak. There are tons of DM guides on YouTube dealing with these adventures. |
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I occasionally think about picking up some of these 5E adventure books for the background and setup, then I read the Alexandrian reviews about why most of them seem deeply flawed and need serious rejiggering and I just don't bother.
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I'll be running "March of the Phantom Brigade", a 4e adventure, for 62 pt delvers using Delvers to grow in the near future. I am finding that it's a bit easier converting at that level.
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I don't think this makes AD&D adventures unusable though. It just puts more responsibility on the players to conduct threat assessment. I have Barrowmaze queued up to probably run sometime in the near future for 3-4 delvers. It looks like I'll need to DFRPGify it by adding more traps and converting treasure, but the monsters should convert straightforwardly. I may have more to say after I actually (maybe) run it. (I'm still a little on the fence but it has a good reputation.) |
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Armed with DFRPG and the Nordland Bestiary as well as Adventures Guide to Swordcoast, it seems reasonable. I really like having a detailed background and fully fleshed out town setting. |
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I've been running D&D stuff (all editions) in GURPS (3e, 4e, DFRPG) since the '90s. For light games I hardly do any prep, just adjust things on the fly. For more serious campaigns, I'll do a bit more work thinking about the encounters and adjusting things, but it works pretty easily. With DFRPG's growing supply of monsters (I'm looking at you, Ovinabokin), I usually just swap D&D baddies with similar creatures from GURPS.
Of the three adventures you mentioned, I've only done bits of Phandelver. Indeed, I started running it with D&D and convinced my players to switch to DFRPG because I find GURPS more fun to play. Of the 5e stuff out there, I've run bits of Candlekeep Mysteries, Saltmarsh, Yawning Portal, and Rime of the Frostmaiden in the past few years. Further back, I had a lot of fun running the Pharoah series with GURPS 3e. |
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I think the dragon was a small poison breather (Monsters, p. 22). The party got some buffs from the druid, but with the dragon's aerial superiority, it was looking grim for the PCs. Then the scout rolled a critical arrow to the eye, causing a major wound that knocked it from the sky. (If they weren't sold on GURPS by then, that did it!) After that, they departed from the storyline pretty dramatically, rebuilding Thundertree, getting involved in intrigue in Neverwinter, and somehow inserting the Sunless Citadel adventure. |
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Maybe outdoors a Druid could cause a storm or blizzard. Quote:
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Killing one should be straightforward, no ice magic required. Several options exist which can be used separately, or together for redundancy: (1) hit it in the eyes (it's a big target!) with an arrow or shuriken or a spear from a woomera; (2) cast Flight on a knight, barbarian, or swashbuckler and have them stab it in the eyes or cut off a leg; (3) have a martial artist or swashbuckler Kiai it to stun it while you kill it; (4) have a bard or wizard mind control it; (5) Death Vision or Stun to stun it; (6) Rapier Wit or Song of Humiliation from swashbuckler or bard to stun it as a free action; (7) swarm it with a bunch of summoned karkadanns, bears, or Phantoms from the druid or wizard; (8) use Dark Vision, Darkness, Great Haste, and maybe Shield or Missile Shield to buff one of your fighters into being able to go toe-to-toe with it (under a Bless). There's a pretty good chance attacking the eyes will turn out to be futile (see above commentary on difficulty being mostly about monster vulnerabilities, not just numbers), so if I know nothing about the monster but I have a well-balanced party, I'm going to go for the eyes but have some backup plans already in motion in case it doesn't work. E.g. while the scout is Waiting to shoot it in the eyes as soon as it turns the corner (in my head the scenario is that I already spotted it through a wizard eye and now we're luring it into an ambush), the cleric is casting Resist Fire on the Swashbuckler, who is Waiting to Kiai twice, while two of my Complex Illusion decoys (with Initiative) are mirroring the Swashbuckler, and the druid is laying caltrops while the bard and I hold our Concussions ready to throw. (I'm assuming that for whatever reason kiting it to death with scout + Missile Shield + Flight isn't feasible, maybe because we're underground. Besides, I probably wouldn't have Missile Shield--it's not on my top 30 list of must-have spells.) Ideally we also have Mystic Mist from the druid pre-placed, and inside of that a pre-cast Sanctuary from the cleric, so that if everything goes wrong we have a way to fall back and regroup. Later on I'll check the books and see if this would work. The point I want to make here though is that taking on one giant just requires one of these tactics to match up well with its actual vulnerabilities, but taking on four of them requires ALL of them to work, roughly speaking. |
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Yet another example of why scouts should carry and occasionally use meteoric iron bodkin arrows. (Ditto meteoric iron spiked shuriken for ninjas with Throwing Art.) |
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Meanwhile, the same dripton whiterock conversion suggests that level 1 dnd characters are roughly ~125 point DFRPG delvers, and every dnd level is ~25 character points. This implies that a 9th level dnd character is about ~325 gurps points. 250 point DFRPG characters are like 6th level dnd characters. So applying all of this, the lost mines of phandelver has the heroes make an early DC 12 perception check to spot a trap, and then if they triggered it, a DC 10 dex check to not get snared. Converting that, a 5e DC 12 would be a 3.5 DC of 14, which is an unmodified Per check in gurps to see the trap. Avoiding it is a 5e DC 10, which is a 3.5 DC of 10, which is a DX+2 check in gurps. Seems to all look good to me! |
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I use DnD adventures for inspiration and puzzles and such but you have to be willing to take into account that gurps characters often have more random abilities that mess with things. that and shrink the combatants often.
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This means that 3.5 is now the sort of "universal language". If we find a 3.5 module, great, we can convert it directly. If we find a 5e module, we convert it into 3.5 and then into gurps. If you want to make a 5e to gurps table directly, it would look like this: Code:
| DC | Mod | DC | Mod | |
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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! |
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The real question here is WHY?
Sorry guys but these are VERY basics adventures!!! caravan to ein arris is better!!! |
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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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I've only played a couple of sessions of 5E and read someone of the 5e basic rules and a bit of the players hand book along with the start set adventure and the essentials kit adventure. I'd love to hear some details. |
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Clearly, the adventure is easily playable with 5e's set of skills; it was designed for that. It seemed to me, having only run it once with DFRPG, that the larger selection of skills meant that there were more ways to approach problems. The players could come up with interesting synergies and possibilities that weren't immediately obvious to me as the GM. |
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So OK, I can see the various richness GURPS DFRPG lends to approaching an adventure. |
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Thief, listening outside the side door of a potion shop as others knock loudly at the front, just after midnight. "I heard a trap door open and close! I'll pick the lock." Knight, arriving at said door. "Too slow. Forced Entry." |
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As for GURPS Magic, you've got Syntactic Magic on p202 and Symbol Magic on p205, which are both very rules-lite systems of magic. Complete alternatives to the standard system. As for GURPS Thaumatology, it is probably the best option though, because it gives you the above, plus it also gives you Book/Path Magic, which is heavier on rules, but at least it's not 1,000+ spells you'd need to deal with - that's hard work for a new GURPS GM. Edit - I really should have separated those responses. They're dealing with two completely different subjects. |
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