Re: D&D 3.X Under GURPS: Links, Info, Feedback - Have Any For Me?
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Re: D&D 3.X Under GURPS: Links, Info, Feedback - Have Any For Me?
The main reason I turned to D&D for converting a bestiary in the first place was because of the depth of their bestiaries. Most major product lines don't have large bestiary's. In fact most have 20 to 40 monsters and many of those are well known plants or slight variations on earth animals. Now that I know D&D bestiary is slightly modifying a monster, giving it a new name and new art, and attempting to pass it off as an original monster, I'm guessing D&D isn't much different than most other games; 20 to 50 original monster designs (monster manual 1).
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Re: D&D 3.X Under GURPS: Links, Info, Feedback - Have Any For Me?
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Re: D&D 3.X Under GURPS: Links, Info, Feedback - Have Any For Me?
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Dex 17 (base) + 5 (level adds) + 4 (wish) + 6 (gloves) = Dex 32 (+11) Move Silent: 23 (ranks) + 11 (Dex) + 5 (Boots or armour) = +39 For a stealth optimised build, add +2 - +5 for feats and class abilities and another +5 or +10 for using better Move Silently boosting armour, for about +46 to +54. With starting Dex 18 and being an Elf add another +2 (though this assumes blowing cash on another wish as well). Move Silent +30 is about what I'd expect from a rogue for ~15th level that had maxed out their MS ranks, but hadn't gone all-out in stealth. Edit: Also, a Balor gets +7 of that just from Dex - their Dex is as high as that of a 20th level elf that started with max Dex (20), assuming no wishes or magical gear - they are inhumanly dexterous. |
Re: D&D 3.X Under GURPS: Links, Info, Feedback - Have Any For Me?
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Re: D&D 3.X Under GURPS: Links, Info, Feedback - Have Any For Me?
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But we're talking about creatures of shadow (well, and fire, but let's disregard that for once) here, so his stealth skills should probably be based on supernatural abilities rather than simple DX. For some kind of reason, D&D designers are rather conservative when it comes to skill bonuses... |
Re: D&D 3.X Under GURPS: Links, Info, Feedback - Have Any For Me?
Converting anything to GURPS, I would recommend you read the fluff, ignore the crunch.
By that, I mean don't worry about working out an exact conversion. If a monster is tough in D&D, make it tough in GURPS. Other than that, just throw together stuff that feels right based on the description. I tried a direct conversion with Shadowrun, and I found I had done a lot of unnecessary work that didn't make the game any more fun than if I had just run a G: Cyberpunk/Technomancer game set in Seattle WA. D&D does have some really nice fluff to build on, The Dungeon Fantasy series will certainly make it easier to use your stack of D&D books. |
Re: D&D 3.X Under GURPS: Links, Info, Feedback - Have Any For Me?
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For example, the other day I was looking at D&D creatures converted to Mutants & Masterminds (which is not just tweaking; M&M has no hit points but a soak mechanism). They were all stats and powers. For someone not totally familiar with D&D monsters, one would need to put the conversion together with the fluff from the SRD or someplace else to get a complete picture. |
Re: D&D 3.X Under GURPS: Links, Info, Feedback - Have Any For Me?
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Of course, if you are a Balor, you could walk that path really sneaky ^_^ |
Re: D&D 3.X Under GURPS: Links, Info, Feedback - Have Any For Me?
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