Re: Converting D&D DC to GURPS Skill penalties
D&D also uses "everything gets harder as you level" and "everything gets easier as you level" at the same time, so it gets wonky there, too
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Re: Converting D&D DC to GURPS Skill penalties
Thanks for all the suggestions, I'm glad that the eyeballing "system" I'd worked out is basically what others came up with, too. I know that the two systems are quite incomparable (it's not just that d20 is linear, it's that the underlying theory behind what the roll is *doing* is completely different).
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Re: Converting D&D DC to GURPS Skill penalties
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The take 10 or take 20 options (I'm rusty in D&D never played it more than once or twice) are good examples of how mechanics work differently. In D&D taking more time can garantee sucess. And a mildly challenging task can become automatic if you're skilled enough. In GURPS, extra time will get you a bonus to your chances, and no matter how skilled you are, there's allways a possibility of failure. The length of the turn alone can make a big difference, it turns GURPS Stench spell, into D&D Death Cloud (or something, like I said, it's not my native system). There's also the genre differences, such as the assumed level of heroism and realism. The system's assumptions on what constitutes a decent rate of sucess. In GURPS, beggining characters can be very skilled at their knowledge and skill niches, in D&D they invariably suck (skill level limits). |
Re: Converting D&D DC to GURPS Skill penalties
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My experience led me to conclude that, contrary to what many expect, attribute levels, feats, and spells -- even epic ones -- are the easiest thing to adapt. Skills are the real challenge, because they're kind of second-class abilities in D&D while they're the core of a GURPS character. In the end, this makes conversion difficult or impossible. I think it's better to come up with an abstract concept and build an entirely new PC that fits than it is to try to convert specific traits. |
Re: Converting D&D DC to GURPS Skill penalties
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Re: Converting D&D DC to GURPS Skill penalties
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Re: Converting D&D DC to GURPS Skill penalties
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Why is the old blacksmith that can make incredible items any better at combat, at resisting poisons, or pretty much everything else that's not related to blacksmithing? Besides, I was refering to the high DC rolls that can only be done by higher-level characters, when GURPS specialists can be very high-skiled, pretty much independently of point-value, as long as you have enough for that one skill. In D&D if you can't reach that target number, it's impossible, in GURPS you can allways try... |
Re: Converting D&D DC to GURPS Skill penalties
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The games have different core assumptions, but if you're not looking at the very high end (points, levels), much of the stuff converts nicely with a bit of thought. |
Re: Converting D&D DC to GURPS Skill penalties
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The difference, if I may offer a horrible example, is something along the lines of: DC tells you how steep the hill is (and nothing else), whereas a GURPS skill penalty helps you determine how likely it is that *you* can make it to the top. The absence of auto-failure and auto-success rules in d20 (the lack of a "1 & 20" rule) supports how DC works, while the presence of GURPS critical result rules supports how skill penalties work. |
Re: Converting D&D DC to GURPS Skill penalties
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Hilarious how people just can't seem to understand this very simple concept... |
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