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-   -   White Plume Mountain for GURPS Dungeon Fantasy (https://forums.sjgames.com/showthread.php?t=48708)

Rasputin 12-13-2008 10:22 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
Here is the shadow, that you can find in room 4, the Chamber of Globes:

Again, snipped for space.

Usual notes:
* +2 turn resistance is a 10% increase. +2 to Will versus True Faith is a 20% increase. Make it a +1 bonus only.
* This is another monster that in D&D has skills that translate into points in Observation. Give it 4 points worth, or Observation-13.
* I wonder if it's such a great idea to be doing ability damage in GURPS. Have it do Fatigue damage, becoming a shadow on a failed HT roll once drained to 0 FP or less. No special rules for FP restoration.
* This one would not have Brawling, since it doesn't physically interact with anyone.

Oh, for Brawling and weapon skills, I'm toying with BAB = points in these skills. A feat dedicated to the skill, like Weapon Focus, will bump up that weapon skill a whole level; Weapon Finesse counts for the main weapon. This means that a 20th level fighter (BAB +20) with Weapon Focus (longsword), Weapon Specialization (longsword), Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Melee Weapon Mastery (longsword), Slashing Fury and Weapon Mastery (longsword) will know Broadsword at DX+12 -- DX+5 from BAB +20 becoming 20 points, and the other +7 from the 7 feats dumped into it. He would know Bow at a mere DX+5, since he dumped no feats into it. Unrealistic, sure, but so is a 20th level fighter.

Nymdok 12-13-2008 11:05 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
I did the shadow powers/Ads a little differently.

Strength Drain [58]
Affliction - 10 points
ST penalty -1 (+5%)
Cumulative (+400%)
Malediction (+100%)
Melee(-30%)

Mind of Shadow [15]
Affliction - 10 points
IQ Penalty -6 (+60%)
Malediction (+100%)
Melee (-30%)
Only on STR 0 (-50%)

Body of Shadow [44]
Affliction - 10 points
Body of Shadow (+20%)
Permenant(+300%)
Malediction(+100%)
Melee (-30%)
Only on STR 0 (-50%)

Collective_Restraint 12-14-2008 08:03 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Nymdok
I did the shadow powers/Ads a little differently.

Strength Drain [58]
Affliction - 10 points
ST penalty -1 (+5%)
Cumulative (+400%)
Malediction (+100%)
Melee(-30%)

Mind of Shadow [15]
Affliction - 10 points
IQ Penalty -6 (+60%)
Malediction (+100%)
Melee (-30%)
Only on STR 0 (-50%)

Body of Shadow [44]
Affliction - 10 points
Body of Shadow (+20%)
Permenant(+300%)
Malediction(+100%)
Melee (-30%)
Only on STR 0 (-50%)

You're giving yourself a lot of work for nothing :) Why calculate points for critters ? Just dump the stats as they should only be used for opposition to the heroes, no ?

Collective_Restraint 12-14-2008 08:08 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
Again, snipped for space.
* This is another monster that in D&D has skills that translate into points in Observation. Give it 4 points worth, or Observation-13.

I took a look at the observation skill in the Basic Set and it is "This is the talent of observing dangerous or “interesting” situations without letting others know that you are watching." I dunno, I simply translate both Spot and Listen to simply Perception. Observation seems more like a spy skill to me. If a critter has a lot more Spot than Listen, I simply add Acute Vision or Acute Hearing if it's the other way around.

Collective_Restraint 12-14-2008 08:15 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
* +2 turn resistance is a 10% increase. +2 to Will versus True Faith is a 20% increase. Make it a +1 bonus only.
* I wonder if it's such a great idea to be doing ability damage in GURPS. Have it do Fatigue damage, becoming a shadow on a failed HT roll once drained to 0 FP or less. No special rules for FP restoration.
* This one would not have Brawling, since it doesn't physically interact with anyone.

Agreed on the turn resistance. Will fix it up.

As for ability damage, I did toy with the Attribute Penalty from the Affliction advantage, but problem is, it gives you a HT roll to resist and your margin of failure becomes your damage. And it does recover fast a 1pt/minute. I simply decided to convert it as faithful as possible to the D&D Shadow. I just find that it makes things more elegant. Look at some critters in DF2, some of them have abilities that can't translate straight into GURPS terms. Which is fine by me as it will keep adventurers on their toes :) I should probably put a note that the ST drain can only be dodged as they are Insubstancial :)

For brawling ? These shadows were former humanoids, not sure if I would remove that completely from their stats. Well, putting a single point of Brawling or just use DX won't change much :)

Collective_Restraint 12-14-2008 08:27 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
* I'd go with Per 14 and Will 15, the latter getting a boost from the Wisdom bonus of +4 due to Iron Will. Very minor.
* I compute that the gynosphinx has her skill ranks as: Bluff 11, Concentration 11, Intimidate 7, Listen 13, Sense Motive 11, Spot 13. Concentration is worthless in GURPS, and Listen and Spot should be capped at 11 ranks, but regardless, this indicates to me that the skills she should have are Detect Lies, Fast-Talk, Intimidation and Observation, as well as Brawling. Give the non-combat skills a straight 12 points each and 8 for Brawling. Her Diplomacy and Disguise come exclusively from synergies and Charisma. Thus: Brawling-14, Detect Lies-16, Fast-Talk-17, Intimidation-18, Observation-17.

For Per, it's pretty minor but I know what you mean. I just thought though that because of the high Spot and Listen, Per should also be high and hey, it's a sphinx :)

As for the skills, I wouldn't put Observation (see my previous post on the shadow). Detect Lies !! How could I miss this one :) I knew there was a GURPS skills for Sense Motive. I would go with 12 points in each non-combat with the exception of Intimidate and Brawling where I would put 8.

Rasputin 12-14-2008 08:29 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
I took a look at the observation skill in the Basic Set and it is "This is the talent of observing dangerous or “interesting” situations without letting others know that you are watching." I dunno, I simply translate both Spot and Listen to simply Perception. Observation seems more like a spy skill to me. If a critter has a lot more Spot than Listen, I simply add Acute Vision or Acute Hearing if it's the other way around.

Observation is the counter of Stealth, which is similar to how Listen and Spot are often used in D&D to counter Move Silently and Hide. The question is whether or not these monsters detect the party thief slipping by at default or not.

Collective_Restraint 12-14-2008 08:37 AM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
* I did find GURPS Magic equivalents for the four Symbols used in the adventure. Sleep, Stun and Pain match up well to their GURPS equivalents, with Insanity working out best as Permanent Madness, the Hallucinating condition. I didn't check the others. This is in case it matters or simplifies things. Incidentally, the effect itself would work best as a special magic item, if someone else wants to do it, as the Link spell doesn't allow a reset.
* I'd drop her spells by a point, to the one point minimum investment.

I know there is GURPS spells equivalent, problem is, she will need to start sinking FP to maintain them and the rest. Decided to handle all of them as special area affliction that can be scribed on a surface. And I think this way, it stays very close to the original. Spells, I decided to put 2 points per spell as Sphinx feel pretty magical to me, especially since she casts them as a 14th level caster. I ususally handle caster levels by putting one point of Magery per 5 caster level. I rounded it up for the Sphinx.

Collective_Restraint 12-14-2008 12:29 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Rasputin
Observation is the counter of Stealth, which is similar to how Listen and Spot are often used in D&D to counter Move Silently and Hide. The question is whether or not these monsters detect the party thief slipping by at default or not.

I dunno, I read the entry of Stealth (believe me, I'm no GURPS Guru and I do need to recheck stuff every once in a while) and it reads : "If someone is specifically on the alert for intruders, the GM will roll a Quick Contest between your Stealth and the sentinel’s Perception." Not only that almost ALL D&D monsters have Listen and Spot ranks. I'd find it pretty harsh for Thieves to have all critters getting the Observation skill, no ? Perception by itself should do the job. IMHO.

Nymdok 12-14-2008 01:28 PM

Re: White Plume Mountain for GURPS Dungeon Fantasy
 
Quote:

Originally Posted by Collective_Restraint
You're giving yourself a lot of work for nothing :) Why calculate points for critters ? Just dump the stats as they should only be used for opposition to the heroes, no ?

I use the point values to 'balance' the encounters based on hit dice. I stat every thing when Im converting.

Keep in mind I use balance in a somewhat vague sense here as there is no absolute translation.

Nymdok


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