GURPS Dark Sun Conversion
One of my longer-running projects is to create a Dark Sun conversion. I see this as sort of an "Ultimate Dark Sun" project - I will take the coolest parts from the Original Boxed Set, the Revised Boxed Set, and the new edition for D&D 4E. Overall, I will try to recapture the feel of everything without trying to recreate every nuance of the original rules - thus, there might be some simplifications or alterations.
Whenever I come up with something new, I will post it into this thread. Please give me feedback if you think I made some mistakes, or if you have come up with some better way to convert everything. EDIT: All "finalized" elements of the conversion can be found here! First, I will start with the races of Dark Sun - and it is only appropriate that I will start with the ones presented in the original boxed set. More exotic races will follow at a later date. = Races = == Dwarf (57 points) == Attribute Modifiers: ST +1 [10], HT +2 [20]. Secondary Characteristic Modifiers: HP +1 [2], Will +1 [5]. Advantages: Extended Lifespan 2 [4], Higher Purpose [5], Infravision [10], Magic Resistance 3 [6]. Disadvantages: Stubbornness [-5]. Features: If the dwarf is killed while having failed his Higher Purpose, he will return as an undead banshee haunting his unfinished works. Notes: The Higher Purpose of a dwarf is referred to as his focus. This is a longer task that requires at least one week to complete, and the dwarf may choose a new one after finishing it. The Magic Resistance of dwarves works explicitly against wizardly magic only (defiling or preserving). Alchemical potions/fruits work normally. == Elf (62 points) == Attribute Modifiers: DX +2 [40], IQ +1 [20]. Secondary Characteristic Modifiers: Basic Move +1 [5], [HP -1 [-2] Advantages: Enhanced Move (Ground, only affects long-distance travel -40%) 0.5 [6], Extended Lifespan 1 [2], Infravision [10], Silence 1 [5], Temperature Tolerance 3 [3]. Disadvantages: Claustrophobia (15) [-7], Elven Code of Honor [-5], Impulsiveness (12) [-10], Reputation -1 (as untrustworthy cheaters, all the time) [-5]. Notes: Due to their Temperature Tolerance, the "comfort zone" of elves ranges from (35-HT) °F to (95+2xHT) °F. Elven Code of Honor (-5 points): Live for the moment; don't get tied down to a place and reject all confinement; protect and respect your tribe members (and the rare others who you consider your friends); outsiders are potential enemies who might swindle, cheat, or harm you and thus can be swindled and lied to in return. == Half-Elf (30 points) == Attribute Modifiers: DX +1 [20] Advantages: Infravision [10]. == Half-Giant (52 points) == Attribute Modifiers: ST +10 (SM +1, -10%) [90], IQ -2 [-40], HT +1 [10]. Secondary Characteristic Modifiers: Advantages: Damage Resistance 1 (Tough Skin, -40%) [3] Disadvantages: Chummy [-5]. Features: Size Modifier +1. == Halfling (14 points) == Attribute Modifiers: ST -2 [-20], DX +2 [40]. Secondary Characteristic Modifiers: Basic Move -1 [-5], Per +2 [10]. Advantages: Magic Resistance 2 [4]. Disadvantages: Odious Racial Habit (eats other sapients) [-15] Features: Size Modifier -1. The Magic Resistance of halflings works explicitly against wizardly magic only (defiling or preserving). Alchemical potions/fruits work normally. Halflings start with Cultural Familiarity (Halflings) instead of Cultural Familiarity (Tablelands). == Mul (29 points) == Attribute Modifiers: ST +2 [20], IQ -1 [-20], HT +1 [10]. Secondary Characteristic Modifiers: FP +3 [6]. Advantages: Less Sleep 2 [4], Lifting ST 3 [9]. == Thri-kreen (jeral) (106 points) == Attribute Modifiers: DX +2 [40], IQ -1 [-20]. Secondary Characteristic Modifiers: Basic Move +1 [5], Basic Speed +0.5 [10], Per +2 [10] Advantages: Affliction 1 (Paralytic Venom: HT; Follow-Up, Teeth or Striker, +0%; Paralysis, +150%) [25], Damage Resistance 4 (can't wear armor, -40%) [12], Doesn't Sleep [20], Extra Arms 2 [10], Fangs [2], Sharp Claws [5], Super Jump 2 [20], Vibration Sense (air) [10] Disadvantages: Odious Racial Habit (eats other sapients) [-15], Short Lifespan 1 [-10], Vow (only own what they can carry, no concept of money) [-15]. Quirks: Consider elves delicious, see everything in terms of "the Hunt", loyal to "pack". Features: Cannot jump backwards Notes: The Fangs represent mandibles. After being bitten, the victim must make a HT roll. Failure means he’s paralyzed for one minute times his margin of failure. |
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Wow, thanks!
I shall be subscribing to your newslett-er, thread! |
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A thri kreen template (I favour higher point templates that tend to significantly differ from baseline humans):
Thri-kreen: 2nd Ed: +2 Dexterity; +2 Wisdom; -1 Charisma. 3rd Ed (dragon magazine): +2 Strength, +4 Dexterity, +2 Wisdom, –2 Intelligence, –4 Charisma. 4th Ed: +2 Constitution; +2 Wisdom; EPH = Expanded Psionics Handbook TkoA = Thri-Kreen of Athas DSCS1 = Dark Sun Campaign setting 1st Ed Thri-Kreen Weight: 450+d20 lbs Height: 84 +1d4 inches (48 inches longer than they are tall) Lifespan: Base age 6, venerable 25*, max age 25 + 1d10 years *-1 Str/Dex Human (Male/female) Weight: 140/100 + 6d10 inches Height: 60/57 + 2d8 inches Lifespan: Base age, 15 + 1d8, Middle age 40**, old age 53***, venerable 80****, max age 80 + 2d20 years ** -1 Str/Con; +1 Int/Wis *** - 2 S t r / D e x , - 1 C o n ; + 1 W i s **** -1 Str/Dex/Con; +1 Int/Wis Athasian Thri-kreen [370] ST +5 (NFM -40%, SM+2 -20%) [20]; DX +3 [60]; IQ -1 [-20]. Speed +2.25 [45], WILL +2 [10], Per +2 [10]. Advantages: Afflication: Paralyzing poison (Follow-up: Sharp teeth +0%, Melee attack, No parry -35%, Paralysis +150% [22]; Doesn’t Sleep [20]; DR 5 (can’t wear armour -40%) [15]; Extra Arms +2 [20]; Extra attacks 4 [100]; Racial Memory (Reliable +8, +40%) [21]; Reduced Consumption 3 (water only -50%) [3]; Sharp Teeth [1]; Super Jump 2 [20]; Super Jump 1 (Vertical only -25%) [8]; Temperature Tolerance 10 [10]; Thri-Kreen Hunting Talent 4 [20]; Very Fit [15]; Vibration Sense [10]. Disadvantages: Callous [-5]; Hidebound [-5]; Racial Reputation: Hated by Elves -4 penalty, Large Class, Always recognised [10]; Sense of Duty: Clutch [-5]; Short lifespan [-10]; Stuttering (Not vs. own race) [-7]. Racial Learned Skills: Survival (Desert) [1], Tracking [1] Taboo Traits: Cannot swim [0] Thri-Kreen Hunting Talent: Camouflage, Naturalist, Navigation, Survival, and Tracking. Reaction bonus: Hunters, and the like. 5 points/level 1. Strength Thri-Kreen Weigh 450+d20 lbs, in GURPS that means they should have a ST/HP of 15. However, they didn’t receive a bonus to ST (though in 3.5 they get a +2, EPH p.15), and TkoA says: Quote:
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2. Dexterity Originally Thri-kreen had a minimum Dexterity of 17, in GURPS this should be greater than a mere +1. Kromm’s notes suggest 13. 3. Speed bonus. Thri-kreen have a base movement of 18 compared to a humans 12. That’s 1.5 times as fast. With the minimum dex of 17, they get an armour class bonus of -3. That’s 3 points of improvement over the average human. Thri-kreen have the special ability to dodge missiles. I folded all of this into a high speed score. 4. IQ, WILL and Per modifiers Thri-kreen have a -1 to INT and a +1 to WILL, making them less intelligent and more wise than the average human. 5. DR 5 (can’t wear armour -40%) [15] Quote:
6. Extra attacks 4 [100] Quote:
7. Super Jump 2 [20]; Super Jump 1 (Vertical only -25%) [8] Quote:
8. Vibration Sense [10]. Quote:
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9. Temperature Tolerance 10 [10] Thri-kreen can keep hunting throughout the midday heat and cold desert nights. EDIT: Revised version: Athasian Thri-kreen [333] ST +5 (NFM -40%, SM+2 -20%) [15]; DX +3 [60]; IQ -1 [-20]. Speed +2.25 [45], WILL +2 [10], Per +2 [10]. Advantages: Afflication: Paralyzing poison (Follow-up: Sharp teeth +0%, Melee attack, No parry -35%, Paralysis +150% [22]; Doesn’t Sleep [20]; DR 5 (can’t wear armour -40%) [15]; Extra Arms +2 [20]; Extra attack (Single Skill: Bite, -20%) 1 [20]; Extra attacks (Single Skill: Claws, -20%) 3 [60]; Racial Memory (Reliable +8, +40%) [21]; Reduced Consumption 3 (water only -50%) [3]; Sharp Teeth [1]; Sharp Claws [5]; Super Jump 2 [20]; Super Jump 1 (Vertical only -25%) [8]; Temperature Tolerance 10 [10]; Thri-Kreen Hunting Talent 4 [20]; Very Fit [15]; Vibration Sense [10]. Disadvantages: Callous [-5]; Compulsive Hunting (15 or less) [2]; Hidebound [-5]; Odious Racial Habit (eats other sapients) [-15]; Racial Reputation: Hated by Elves -4 penalty, Large Class, Always recognised [10]; Sense of Duty: Clutch [-5]; Short lifespan [-10]; Stuttering (Not vs. own race -50%) [-7]. Racial Learned Skills: Survival (Desert) [1], Tracking [1] Taboo Traits: Cannot swim [0] |
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Elf [105]
Attribute Modifiers: DX +3 [60]; Secondary Characteristic Modifiers: HP -1 [-2]; WILL -2 [-10]; Basic Speed +0.25 [5] Advantages: Acute Vision +2 [4]; Extended Lifespan 1 (Only X1.5 -50%)[1]; Infravision [10]; Intuition (Reflexive +40%; Reliable +8, +40%) [27]; Long Legs [10]; Magery 1 [15]; Temperature Tolerance 2 [2]. Disadvantages: Claustrophobia (15 or less) (Takes extra time 8 [x256], -80%) [-1]; Demophobia (15 or less) (Takes extra time 8 [x256], -80%) [-1]; Easy to Kill 2 [-4]; Impulsiveness (6 or less) [-20]; Racial Reputation (-2 with everyone outside tribe, always) [-10]. Perks: No Endurance rolls for Running [1]. Racial Skill Bonus: Running +3 [6] Racial Learned Skills: Running 16 HT+6* [12] *Includes Racial Skill Bonus. Taboo Traits: Agoraphobia, Honesty, No Sense of Humor, Truthfulness and Workaholic. Common Advantages: Intuition (Inspired +100%) [+15]; Notes: The intuition is instead of a bonus to IQ: Quote:
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Re: GURPS Dark Sun Conversion
I'd strongly recommend using the Clopterrans from DF as a thri-kreen base template to tweak slightly for dark sun. In particular, Jurgen, your thri-kreen probably need horrific appearance, disturbing voice, and extra attack 1. Low tech level is probably important as most thri-kreen seem to be TL 0 nomads.
Also, psionic powers. |
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Also ST +10 seems too weak, based on the max lift of their minimum strength in AD&D their ST would be around 26, based on the GURPS' (Cube root of weight) X2 it should be ST 23. If you want them to act like fantasy giants who ignore the silly square cube law, I would give them a minimum of ST 23 + Lifting ST +10, making one half giant able to lift another half giant as well as one human can lift another human. EDIT: With a maximum lifes span of 220 years, some degree of longevity/extended lifespan might be in order. |
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Way I figure is you can exactly copy everything D&D said all the species could do. That will likely put racial templates well beyond what is affordable for lower point games and require some pretty convoluted builds. Or you can use lower-point builds that capture the important stats and the "feel" and actually have a party with all the different races in it built on no more than 200 points, and mostly use stuff that's already been published. Personally I prefer the second approach. |
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Besides, 3rd level is about on par with GURPS' normal "heroic" starting point of 150 pts, IME. Also, if you start low, you can always go to higher point totals. It's harder to come the other way. Finally, it lets you convert DF resources with only slight tweaking. |
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Yes, you can have high point gritty games. But it tends to break the SoD of players (IME) if everyone in the setting is a high point character. And if you make racial templates all hundreds of points, why the heck are humans the dominant species in the setting? Quote:
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You are talking about how high point games can also be gritty. Yes. Sure. That has nothing to do with keeping point totals low enough for non-humans that you can play a campaign with a thri-kreen and a caravan guard and not have the caravan guard be able to beat up psychic mutant dinosaurs in addition to surviving the environment when the game was only supposed to be about surviving the environment. Quote:
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The point is, the way you've written the racial templates allows you to play the types of games you like, but doesn't allow people to play lower-power games with all the races if they want lower power levels. That works fine if we're playing the game you like. It's less useful as a generic conversion for whoever may wander along. I mean, really. What point totals do you play at? Look at the DF templates. They're 250 points, and scarily competent though most of them neglect survival aspects. Even tacking on another 50 points of survival abilities, any game of yours that includes thri-kreen will also allow regular humans as competent as DF folks. Is that really the most useful generic racial template? It allows you to play the types of games you're interested in, sure. Does it allow others maximum choices in the types of games they want to play? |
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Going on with the topic:
I think that preserving/defiling should work with "threshold magic." But changing the catastrophes to work with taking further steps along the defiling route towards the (insert name of undead creature that comes from doing too much defiling; I forget what its name was, and how exactly it worked with defiling...). Basically, the more you defile, the more the taint tends to build up in you. Possibly giving each terrain a certain amount of mana that can be safely drawn per second. Either take the time to gather by spreading it around, or simply over-gather and wipe out several hexes (and risking picking up points towards a disadvantage). |
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I've been thinking about this as well. One issue is that there are differing explanations between the two boxed sets when precisely you drain the energy from the plants - during the preparation of the spells, or during the casting. Personally, I think it would be neat if both options were possible, for defilers - this makes them more versatile and sneaky, and thus it's harder for preservers to show that they are different than those vile defiling bastards. So here is how it works for preservers: They have an Energy Pool (with a base point value of 3 points per level, as usual). It comes with the limitation "Preparation Required" - for each point of energy they want to recover for it, they need to spend some time in natural surroundings, depending on just how fast they recover energy as described in the Recover Energy spell. Since this always takes at least one minute per energy point, and thus the time they do this will usually be at least 10 minutes or more (depending on the size of their Energy Pool), I will make this a -30% limitation, bringing the cost to 2.1 points per level. Preservers start out with an Energy Pool of 15 worth 32 points (well, technically it's 31.5 rounded up). From this we subtract the Secret (Possible Death) disadvantage, which is worth -30 points, so they only need to pay 2 points for this. Defilers have two options. They can draw upon the Energy Pool at any time, but it counts as a Nuisance Effect with a -4 reaction penalty and it's obvious too, for -25%. Furthermore, it strains the body, costing either 3 FP or 1 FP and 1 HP, for a further -15% and a total limitation of -40%. They can also meditate somewhere in peace and quiet like preservers. In that case they can gather energy four times as fast as an equivalent preserver would, thus reducing the Preparation Required limitation to -15%. But they still have the Nuisance Effect, so the limitation for that is still -40%. Thus, Defiler Energy Pools cost 1.8 points per level. Defilers start out with an Energy Pool of 17 for 31 (or 30.6, rounded up) points. After subtracting their Secret, this is reduced to 1 point. At the GM's option, players of defilers might take appropriate "creepy" disadvantages like Disturbing Voice or Uncanny Features even after character creation and exchange their points for additional levels of Energy Pool. Preservers can also use either defiling option at any time - which might be very tempting as it allows quick access to needed energy. However, this is not worth any additional points since it is a trap leading down to defilerdom. For every 20 points of energy a preserver uses in this way to power spells, he gets a -1 to the casting rolls of all non-defiling spells. The GM might allow this penalty to recover over time, possibly by requiring extended quests into pristine wilderness areas while not using any magic at all. How does this sound? |
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Are you talking about turning into something besides a Dragon from too much defiling? Turning into a dragon is supposed to be REALLY hard. I'd take a look at the plant density/sanctity rules from GURPS: Plant Magic and use that to determine local available energy. |
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“In addition, the dragon can store magical energy in its body for use at a later time. This gives it the freedom to use its spells in even the most barren of wastes and the incentive to roam over wide expanses of desert in search of food.” 1st Ed Dark sun boxed set, The Wanderer’s Journal page 12. So you might want to limit storing magical energy to high level defilers. |
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I like the taint mechanic on Defiling magic. |
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"There are two steps to casting a spell on Athas. First, a wizard must gather the energy to power the spell from the plant life around him. Then he performs the actions necessary for releasing the spell—the usual somatic, verbal, and material components of the spell come into play in the second step." "This gathering of energy occurs outside of game time, during the same period of time as a wizard is memorizing his spells." So the two works are inconsistent on this matter. I thought it would be interesting to split the distance and permit both. This also increases the overall paranoia level - are you sure that the guy in front of you is a preserver as he claims just because his spell didn't destroy the plants around him right now? Perhaps he just gathered the energy at an earlier point... |
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Now, you can convert all of the abilities SR says mages have. Or you can select some key abilities that are the core essence of "mage" in SR and make all the rest optional. I personally think the stories that unfold in a typical game in that setting are what you want to emulate. To me, it's more important to allow people the same character choices at the same relative power levels than to faithfully model every trait from the original setting. I don't have a problem with letting them upgrade to the full-on version in a higher point game, but I usually make those purchasable abilities, optional lenses, etc. |
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As described, defiling has a lot of similarities with drug addiction - they get a "rush" as they drain the energy of plants. Preservers know how to defile - they know how to drain energy from plants, after all - but they have carefully trained themselves to restrain from sucking all the energy out of them. This requires a lot of focus and willpower - and once you are used to the rush of energy of defiling, it becomes harder and harder to maintain. Defilers possibly can become defilers again (there is even a sorcerer king who managed that), but this requires very long periods of being "cold turkey" before they regain the balance needed. They can't switch between defiling and preserving at will any more. I allowed that option for preservers because I wanted to offer them temptation - but I didn't want to make it cost any additional points for them because I didn't want to punish preservers who remain "virtuous" by charging points for an option they will never use. |
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I do like your taint mechanic though. Kind of represents the crutch defilers develop always taking the easy way. |
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Also, what other supernatural abilities are you planning on? Obviously psi. Keeping druids and the elemental clerics? I always had trouble figuring out how exactly to do Templars. Though Divine Power might be handy.... |
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But a quest would certainly be in order. I'd ask: "You realize that you have screwed up, and want to rebuild your life as a preserver. How do you plan on bringing your life into balance again?" The quest is then based on these answers, and it can be as deep as any story about a recovering drug addict. Quote:
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I'm not quite sure how to represent Templars yet. Their powers always sound like something that is granted, not something that is learned, so again Powers with the Pact limitation would probably work well. |
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But more than that, have stuff like "defiler aura" and such. |
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Here is the defiling rules that I've used - both defilers and preservers use the same mechanic - threshold magic. Differences between their threshold limit and recovery. It allows you to use the same system and temps preservers to defile!
Dark Sun has two major styles of magic: defiling and preserving. Both are modeled on Threshold magic as described in T76, except that it uses a special calamity chart with modifiers based on terrain. Defiling Magery [costs 2 for level 0; 4 for each additional level] gives the wizard a threshold of 0 with a recovery of 6 energy points per day. Magery 0 (Reduced Threshold 5, -50%; Slower Magical Recovery 1, -10%. T79) Preserving Magery [costs 5 for level 0; 10 for each additional level] gives the wizard a threshold of 30 and a recovery of 8 energy points per day. Magery 0 (B66) Both defilers and preservers can purchase increases or decreases in their recovery or threshold totals, although only preservers are likely to increase their threshold total. Preservers also tend to take a Vow (Do not exceed threshold limit) [-10]. Exceeding Threshold – Defiling When a wizard casts a spell on Athas, they draw power from the world around them. Every spell caster has a small reservoir of power within themselves, based on their interaction with the world. Preserver training allows a spell caster to expand on their reservoir; Defilers do not spend the time to learn, choosing rather to supplement their power by taking from their environment. Once a spell caster exceeds their threshold, they roll on the Defiling Calamity table. They roll 3d and add 1 for every full 5 points by which tally exceeds threshold after this casting. This roll is further modified by the terrain the spell caster happens to be in. If the Calamity check total is 29+, then the spell automatically fails unless the caster can make a Will roll at a penalty equal to the bonus of the Calamity check. Effects of Defiling Defilers absorb every bit of life energy they can hold, with the result that the land they tap into is leeched and left barren of nutrients, incapable of supporting plant life. Plants in the defiled area die and turn to ash when the life spark is removed. Unlike with natural death, however, the decaying process occurs in an instant, and nothing remains within the dead ash to continue the life cycle—plants killed by defiling magic return nothing to the soil and don’t revert to life-giving fertilizer when they die. The land becomes barren for one year before enough of a life spark is created to sustain growth again. Defiler Terrain Modifier The abundance of life in a certain type of terrain effects how much of an area is harmed by defiling. Apply the below modifiers to a calamity roll. Lush Terrain (forests, large gardens, parks) -3 Abundant Terrain (verdant belts, grasslands, mud flats) -2 Fertile Terrain (oases, scrub plains) +0 Infertile Terrain (stony barrens, rocky badlands, bare mountains) +3 Barren Terrain (boulder fields, sandy wastes, salt flats) +5 Defiling Calamity Table Roll Area of Defiling 3–5 1 yard 6 2 yards 7 3 yards 8 4 yards 9 5 yards 10 6 yards 11 7 yards 12 9 yards 13 10 yards 14 11 yards 15 12 yards 16 13 yards 17 14 yards 18 15 yards 19 16 yards 20 17 yards 21 20 yards 22 22 yards 23 24 yards 24 26 yards 25 28 yards 26 30 yards 27 32 yards 28 34 yards 29 36 yards 30 38 yards 31 40 yards +1 +5 yards |
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1. The Cleansing Wars. The surviving non-humans may well have not recovered from the near genocide they endured. This won't apply to Humans, Halflings or Thri-kreen, for different reasons. 2. High point totals don't always translate to racial world domination, it depends on how those points are spent. Here's a racial breakdown: Dwarves: long-term planners, hard working, most likely to dominate the setting, I'd be guessing low birth rates as to why not (weakest explanation) Elves: "they detest hard labor and will never voluntarily set out to construct anything more durable than a tent or small hut", no racial unity, no long term planning but instead thinking only for "the now", not a settled existence allowing them to build up material assets, not a recipe for setting domination. Half-Elves: Outcast hybrids with no support group. Probably not a high point total either. Muls: If they weren't rare, sterile hybrids, then they might have more of an impact on the setting. Half-Giants: Big and tough, but stupid and foolish is not a recipe for setting domination. Halflings: They live in the most fertile place in the region, so in one sense they are the dominant species (most resources), and I don't even see them having a vastly high point total. Thri-kreen: Short lifespan, IQ 9 + Hidebound and compulsive hunting doesn't seem like they'd change from their nomadic existence (which is already basically their ideal existence). |
Re: GURPS Dark Sun Conversion
@ tetrahedron:
I think the problem most people will have with your system is, it has the same problem that all versions of D&D Dark Sun have had (well, 2E, 2E revised, and both Dragon and Athas.org 3.0E/3.5E versions... not sure of 4E version). It puts a divide between defilers and preservers, when there should be a spectrum. Yes, defilers will all too often just be people who were never taught any better--that's the default after the Cleansing Wars (after the purge of the preservers). But there will also be preservers who will be tempted into defiling "just in emergencies." All of which leads me into saying (after reviewing Threshold Magic in Thaumataology and seeing that you've set up the Threshold Magery up properly... :-P) that you should might want to allow multiple gradations (and multiple paths...) between 100% Preserver and 100% Defiler. So, for instance, you might want a THM ("Threshold Magery") that costs 9 per level (Reduced Threshold 1 OR Slower Magical Recover 1, for instance), as a preserver gets used to the idea of sapping a little extra from the environment. Also, maybe start awarding negative points towards disadvantages for particularly high "tallies." So, for instance (totally off the top of my head), every calamity check which exceeds the threshold requires a check against... I dunno, Thaumatology?... at +1 penalty (??) per 5 points above the threshold. Failure means 1 point towards a disadvantage from a list (to be determined). For full-on preservers, that can be points towards reducing the THM. As they get to be full-on defilers, that can be points towards conversion to a T'liz (see Dark Sun MC 2; the athas.org site had rules on becoming a t'liz, IIRC)--or simply picking up the Defiler Aura or what-not. Still, like the work. :-) Edit: Also, don't see any mention of how to roll above 23 (18 on 3d, +5 for "boulder fields, sandy wastes, salt flats), on your list there. I think you forgot to include your "repeated casting in one spot" or "+1 per 5 pts above threshold limit" rules...? Edit 2: I'd also consider taking the reduction in THM costs (as the full-preserver slips towards full-defiler towards full-t'liz...) and letting the player spend them towards some of the minor variations within Thaumatology. For instance, Thaumatology p. 39-40. And if the nascent-defiler wants to work their way back to preserver, they lose these perks to pay for the increased cost of THM. Oooh, and that could be a way of showing how powerful a defiler is, by having them purchase the difference in Defiler cost-reduced THM from Pure-Preserver full-cost THM. So, for instance, a Preserver Threshold Magery 2 costs 25 points. Whereas let's say a Defiler has a 20% reduction (whatever combination of limitations...), reducing it to 20 points. The five points saved have to be spent on perks for spells (e.g., "Fireball/Increased Range" technique at 5 points). Not sure what to do with the extra mana costs (e.g., "Fireball/Increased Range" at 5pts means that 2x range is +2 mana and +0 effective skill; 5x range is +4 mana and +0 effective skill; 10x range is +6 mana and -1 effective skill; and 20x range is +8 mana and -3 effective skill)... |
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Thanks for the comments Pragmatic. I will think some more on this. |
Re: GURPS Dark Sun Conversion
For the defiling/preserver part, personally, I wouldn't make it a character trait; it's a setting trait.
First, I'd link the local mana level to the quantity of plants in the area. This "mana level" represents the amount of energy any magic user can safely draw from the plants without risk of harming them. Both preservers and defilers simply have Magery, and follow the normal rules for casting, energy cost, etc. However, no one can learn Energy Reserve for magic*. So, they must either have sufficient Fatigue Points to cast the spells themselves, or... As a setting feature, all casters can, at any time, access an environmental energy reserve from nearby plants in a process called defiling. If a caster defiles the local area, it kills off all plants in a 1-yard radius per point of energy accessed (or modify results to fit how you view defiling in the setting). Frequent defiling in an area will eventually reduce the local mana level. Preservers will do their best not to defile as they do not want to kill the plants and want to maintain the local mana levels, taking a long-term view of the power of magic as a whole. Defilers tend to care more about their own personal and immediate power, and thus will freely access this environmental energy without caring for the consequences. Since any magic user can access this at any time, it's a 0 point feature for both defilers and preservers. I personally then view the use of defiling or not is merely an immediate choice by the mage. You do not need anything else other than a roleplay of their view on immediate power vs long-term mana. Using defiling will be easier of course, and should represent a slipery slope, but players can probably fall down that slope on their own, particularly when forced to use magic frequently in a short period of time, which happens a lot on adventures. That said, if you do want to have a "game effect" for such corruption, rule that using the local energy directly from plants is addictive, and requires a Will roll with a penalty equal to amount of energy used. Rather than using the actual Addiction disadvantage, I'd use Compulsive Behavior: Compulsive Defiling (-5 CP): when using magic, the character must make a self-control roll to NOT use local plant energy if it is available. The first time you fail a Will roll, you gain it at a self-control level of 15, then each subsequent failure drops it by one level, until you reach the worse case of self-control 6. It can be bought off, with sufficient "training" (or quest and magical ritual, whatever you feel appropriate)... but you can regain it each and every time you fail a Will roll when using the energy pool from the plants. *Optionally, you can learn Energy Reserve for magic, representing those who have better learned to slowly harvest and store the energy from plants over time without killing all local plants immediately. This will reduce the temptation of defiling magic to some extent, but, since a caster would have to pay CP for that Energy Reserve, it does show that defiling is the easy path as it costs them nothing and they can focus their points on spells rather than energy. I guess this depends on how powerful you want to allow preservers to become as it would be impossible for them to cast powerful spells without defiling if they do not have access to an Energy Reserve. Then again, the same effect can be achieved by simply having casters improve their spell skill level until the energy cost to cast is reduced to 0, thus they wouldn't need to drain either. I prefer that route myself to represent powerful spellcasters, which is why I'd not allow Energy Reserve as a player trait, but to each GM his own. |
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Re: GURPS Dark Sun Conversion
Missed that part. :-P Wasn't among the modifiers, and I tend to glance over the text to get to the crunchies. :-)
A slight modification to my "skill-based technique" idea. Instead of each technique point going towards one modifier/spell combo, which seems cost-prohibitive, how about the following? Each technique point applies to one additional modifier/spell combo, but the technique bonus to skill penalties tops off as usual at -0. So, for instance, "Increased Range" at technique level 1 applies to 1 spell (as allowed by the GM...), and can cancel up to -1 of skill penalty. At level 2, it applies to 2 spells, and can cancel up to -2 of skill penalties. At level 5, it applies to 5 spells, and can cancel up to -5 of skill penalties. At level 7, it applies to 7 spells, but still only cancels up to -5 of skill penalties (i.e., "Increased Range" is a skill-5 technique, so can only cancel up to -5 of skill penalties). Barring certain ancient spellcasters in the setting--e.g., the sorceror-kings and some undead--nobody has the Unusual Background to be able to modify spells on the fly (per the "Spell Variation" per spell, or the "Spell Enhancement" per modifier). (Maybe the Royal Defilers for the different city-states, especially Nibenay's defilers...) So I'd be leery of letting the Thau p. 40 "Accurate +3 (+15%) and Increased Range 5x (+20%) [-7 to skill, +7 mana]" come from just ANY spellcaster--nobody below a high-powered NPC has that much training... Make 'em buy the techniques if they want those combos. (So "Accurate" +3 to apply, as I stated above, to 3 different spells, and Increased Range 5x, to apply to 4 different spells, and having Ice Bolt be one spell in common between the two, thereby being able to cast Ice Bolt (Accurate +3, Increased Range 5x) at -0 skill and +7 mana, for an additional 7 character points. (Or even Ice Bolt (Accurate +1, Increased Range 1x (1 point, not enough to get to 2x)) at -5 skill and +7 mana, for only 2 extra character points.) |
Re: GURPS Dark Sun Conversion
Oooh...
Energy Reserve as a way of "drawing power at time of 'spell preparation'"... That's... interesting. I don't think it'd work with the Threshold Magic that I like for defiling, as there's already the Threshold limit (0 to 30+). But outside of THM systems, it might be a good way to say that there's the level at which an arcane caster can draw before starting to defile. Since it refreshes at 1 pt per 10 minutes, it can show the desperation versus determination of Dark Sun (i.e., "I've cast out all the spells I can without defiling, but I'm still being pursued; do I cast more, or let myself be killed?"). Hmmm... Bears some thinking... *************** In a Threshold Magic system, it costs 5pts per +20% to increase beyond the campaign default level (so, as discussed above, 5pts per 6 threshold limit). That's the equivalent of (5 pts divided by 3pts/ER) 1.67 ER, which renews 1 ER every 10 minutes (or faster, with Recover Energy; but then Recover Energy would also risk defiling, wouldn't it...?). Hmmm, bigger margin for combat, or more often smaller margin... Might work with some tweaking... |
Re: GURPS Dark Sun Conversion
So what do people think of the 4E Dark Sun, in terms of the templars? Apparently, they become "sorcerer-king pact" warlocks, drawing their magic through pacts with the SKs...
And what psionic powers (from the aptly-named "Psionic Powers") advantages would seem fitting for Athas...? (Heck, I'm half-tempted to go through The Will and the Way, Complete Psionicist Handbook, (Expanded) Psionics Handbook, etc., to see how badly I can screw up converting some of those powers. :-P) |
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Lush Terrain (forests, large gardens, parks) 3/day Abundant Terrain (verdant belts, grasslands, mud flats) 2/day Fertile Terrain (oases, scrub plains) 1/day Infertile Terrain (stony barrens, rocky badlands, bare mountains) 1/2 days Barren Terrain (boulder fields, sandy wastes, salt flats) 1/3days (With thanks to tetrahedron for the categories) Further, I would add various Disadvantages, or even metatraits with some advantageous features as results on the calamity tables, probably starting around 10-12. |
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Besides, Hamanu didn't switch to preserving. He couldn't. Instead, he refused to use defiling magic any more than absolutely necessary (usually using his formidable psionic powers instead), and usually drew upon his own life energies instead when he had to. He tried to draw upon the guardian spirit of Urik, but the spirit rejected him because of his draconic nature. Thus, it required Pavek to draw the spirit out. Spoiler: At the end of the novel, in the far-future epilogue, Hamanu probably was purged of his draconic nature and thus had no more defiling powers. He probably could learn defiling anew, but this didn't strike me as likely. Speaking of dragons and avangions... This isn't about any rules mechanics, but I have a pet theory about them and this seems as good as any place to mention it. It is likely that Rajaat, the First Sorcerer, made draconic ascension an inherent part of defiling magic. Sure, he transformed the various Champions (which later became sorcerer-kings) into dragons directly, but later defilers seem to have stumbled across this path often enough to repeat it. So even if there are other ways of transhumanist ascension possible with defiling magic, becoming a dragon seems to be comparably "easy" for defilers of great powers because we never saw any alternatives. Of course, maybe they just stumbled across hints in old texts or by studying the sorcerer-kings. Still, if they had to experiment a lot with incomplete hints, we should surely have seen more variation with such transformations. But if you see dragons as something deliberately designed by Rajaat and encoded into the very nature of defiling magic itself, it makes a lot of sense, especially if you take the accounts of Hamanu in the novel at more-or-less face value. Dragons are designed as the antithesis of all life - they are killing engines who destroy living things by using their magic and constantly grow powerful in the process, frequently flying into blind, destructive rampages. They are also innately very paranoid and have an extremely difficult time cooperating in any way with their peers. Or from Rajaat's point of view, dragons - whether the Champions themselves or later defilers rising to that status - will destroy all life by their very nature and once they have destroyed everything else they will destroy each other. Which is rather useful if you want to return Athas to a blank slate before you can bring it back to the world it was in the Blue Age. But let's remember that Rajaat didn't only create defiling magic - he also created preserving magic and introduced it to the world! So, if he encoded draconic ascension into defiling magic... has he also encoded avangion ascension into preserving magic? Let's think about this. All published works never hint that there is any other path of ascension available to preservers. Yet there is no real precedent for avangions, apart from Oronis of Kurn (and few know about him). So why should preservers figure out how to turn into avangions independently of each other? If they do so, it must be because it represents a deeper, "universal" truth of preserving. To figure out what might have motivated Rajaat to do this, let's look at the differences between dragons and avangions. Where dragons are solitary and paranoid, avangions cooperate with each other. Where dragons are engines of destruction, avangions cherish life and loathe taking it, instead spreading new growth wherever they go. So here is what I think Rajaat's plan was: Once dragons have wiped out all mortal, sapient life (except the halflings that Rajaat presumably protected somehow), the only former humans alive are the last remaining dragons and the avangions. If the dragons fail to kill each other off, the avangions band together and finish the job. Then they begin to restore Athas and continue to do this job for the rest of their immortal lives - but normal humans are gone, and avangions are probably too altered to procreate. Essentially, they are nothing more than tools for the restoration of Athas to its former state, and their mentality might be too pacifistic to wage war upon Rajaat and his works. Humans and the other new races are now truly gone, and Athas becomes ready to be resettled by the halflings. |
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And in that case, I feel free to ignore it. My goal is to create a flavorful Dark Sun experience grounded in the GURPS ruleset, and thus I will just pick whatever sounds coolest. So, what works better for me and my games - that defiling is seen as a quick and tempting path to more power, or not? For me, the former is far more interesting. |
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So, yes - dragons as engines of destruction and enemies of life. Even the sorcerer-kings who have cities to maintain need to be very careful about their destructive urges. Quote:
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I will have to think about the other elements in your list. I think your writeup would make for a fine "Dungeon Fantasy"-style enemy writeup - a dangerous foe of the desert. However, for a base racial template this is probably a bit much, and I would prefer it if they remain playable for ordinary "heroic" campaigns at 150 points or less. |
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ST +5 (NFM -40%, SM+2 -20%) [15]; is that they mass 450lbs -470 lbs. Think about what that should mean for slams. You could drop that to HP +5 (SM+2 -20%) [8]; which saves 7 points. Quote:
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Re: GURPS Dark Sun Conversion
Less focus on the details, more focus on the feeling.
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Right. But trying to do exact conversions of AD&D material to GURPS are generally doomed. (For instance, try to get non-supers characters to fight a converted Great Wyrm red dragon...)
Within the setting of Dark Sun, what is the feeling of Thri-kreen? |
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So, NineDaysDead, you can keep doing your thing. You clearly aren't considering low-level adventures in Athas a real possibility for long-term play, and that's fine. But Jürgen, please keep your values a bit more tempered, as you've been doing, so those of us who like low-powered games can have a ready resource for doing GURPS campaigns in Athas. |
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I'd be happy to drop 5 levels to keep my pentiphilia happy. |
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So I'm kind of a fan of how D&D (and in particular, Dark Sun) treated mental combat.
Anyone convert the harbingers and constructs over? For example, "The Sword," a specialization of Mind Thrust. Or "The Forest," a specialization of Mind Blank. What ARE the GURPS assumptions for mental combat? (Book and page citations are enough, I think I have all the books. :-P) |
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I've revised some of my templates slightly:
I've also decided to leave the half-giants at SM+1 - smaller than they are represented in AD&D, but larger than the half-giants/goliaths in 4E. This does make them more playable in confined places, and to me playability is a big issue for this conversion. Besides, making then any bigger and stronger would probably be overkill in a world with poor armor. And regarding the square-cube law and things like that... well, I consider Dark Sun a gritty setting, but not one that should be considered very realistic. After all, this is a world where apparently a perfectly valid way of coping with the burning desert sun is to strip down to your loincloths. == Dwarf (60 points) == Attribute Modifiers: ST +1 [10], HT +2 [20]. Secondary Characteristic Modifiers: FP +1 [3], HP +1 [2], Will +1 [5]. Advantages: Extended Lifespan 2 [4], Higher Purpose [5], Infravision [10], Magic Resistance 3 [6]. Disadvantages: Stubbornness [-5]. Features: If the dwarf is killed while having failed his Higher Purpose, he will return as an undead banshee haunting his unfinished works. Notes: The Higher Purpose of a dwarf is referred to as his focus. This is a longer task that requires at least one week to complete, and the dwarf may choose a new one after finishing it. The Magic Resistance of dwarves works explicitly against wizardly magic only (defiling or preserving). Alchemical potions/fruits work normally. == Mul (44 points) == Attribute Modifiers: ST +2 [20], IQ -1 [-20], HT +1 [10]. Secondary Characteristic Modifiers: FP +3 [6]. Advantages: Less Sleep 2 [4], Lifting ST 3 [9], Very Fit [15]. == Thri-kreen (jeral) (91 points) == Attribute Modifiers: DX +2 [40], IQ -1 [-20]. Secondary Characteristic Modifiers: Basic Move +1 [5], Basic Speed +0.5 [10], Per +2 [10] Advantages: Affliction 1 (Paralytic Venom: HT; Follow-Up, Teeth or Striker, +0%; Paralysis, +150%) [25], Damage Resistance 4 (can't wear armor, -40%) [12], Doesn't Sleep [20], Extra Arms 2 [10], Fangs [2], Sharp Claws [5], Super Jump 2 [20], Vibration Sense (air) [10] Disadvantages: Low TL -2 [-10], Odious Racial Habit (eats other sapients) [-15], Short Lifespan 1 [-10], Sense of Duty (Clutch) [-5], Vow (only own what they can carry, no concept of money) [-15]. Quirks: Consider elves delicious, see everything in terms of "the Hunt", test those they interact with to see if they are "worthy". Features: Cannot jump backwards Notes: The Fangs represent mandibles. After being bitten, the victim must make a HT roll. Failure means he’s paralyzed for one minute times his margin of failure. Thri-kreen may buy up to three levels of Extra Attack for their arms, even in non-cinematic games. The racial memory can be used to justify knowledge of skills at a very early age. This is distinct from the Racial Memory advantage, which is very common among thri-kreen but not universal (since it represents especially vivid ancestral knowledge as opposed to skills). |
Re: GURPS Dark Sun Conversion
I'm going to put up all "finalized" elements of the conversion up at the GURPS Repository. The racial templates I have already posted can be found here.
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Re: GURPS Dark Sun Conversion
Regarding the templates above…
I’m no expert on the Dark Sun setting; I’ve read and enjoyed Troy Denning’s first three books (and own the D&D 4e Campaign Setting and Creature Catalog supplements but remain unimpressed and don’t play D&D much) but a few things occur to me… Dwarf: Is their focus really an advantage rather than a disadvantage? An exceptional Dwarf may have Higher Purpose but perhaps Obsession would be more common? I also wonder if Stubborn is a good choice, as I imagine that the well ordered Dwarf communities would be somewhat more chaotic with every single individual trying to do things his own way? Perhaps Staid or Dull would be a better reflection of the Dwarf mindset? Mul: It seems to me this template refers to a Mul gladiator more than the race as such? Having inherited many of the best aspects of his/her parents a Mul has a better starting point to develop the kind of athleticism and strength displayed by Mul gladiators but would not actually be born with Very Fit. It would be very common but not universal among Muls. Also, the IQ penalty would perhaps be better replaced with Social Stigma (Uneducated) and (Valuable Property) for a Mul individual raised in the gladiatorial pits in order to reflect the limitations of such an upbringing? Neither Dwarves nor Humans are stupid, so why would a Mul be? Thri-kreen: Is the Thri-keen race really so technologically backward? (I have no references, so I ask.) Isn’t the setting TL 2, making them effectively TL 0? As with the Mul I question the IQ penalty as I don’t really see Thri-kreen as any more stupid than other races. Very different, yes, but not stupid. Would perhaps Clueless or some such disadvantage be appropriate to reflect difficulties when interacting with other races, considering their way of viewing everything in terms of a hunter-prey relationship? The pecking order they try to determine in any group by challenging clutchmates would perhaps be worth more than a single point? A Compulsive Behavior perhaps? Regarding their habit of eating sentients, a -3 reaction penalty is a big thing in any sort of social interaction, equivalent to the cost and penalty of Social Stigma (Monster) but without the Intimidate bonus! Is that behavior really viewed with such horror and worth such a stiff penalty on a world like Athas? They’re not really seen as horrible monsters, sending people running in horror, are they? In a more “civilized” setting they probably would be, but on Athas? (Again, I have no references, so I ask.) Perhaps the lesser penalty of Social Stigma (Minority Group/Barbarian) could be an alternative instead? |
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And as for the reduced IQ, part of the mystery of the Mul is that they don't merely inherit the traits of their parent races--They're bigger, more submissive, and generally susceptible to magical influence(IIRC, DHMBWM), making them distinct from both dwarves and men. Quote:
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It's been many years since I've played Dark Sun, but I remember the Muls being regarded as slaves and the like. You may want to give them some social disadvantages to reflect that-- something like Social Stigma (Valuable Property) or negative levels of Status. The same may go for Half Giants.
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And everyone needs someone to look down upon, even if this is tempered with fear... |
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Besides, assuming that PC members of these races automatically start as slaves or treated as such probably isn't a good idea, either... |
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While the majority of muls are indeed slaves, many of them seem to have won their freedoms and free muls don't seem to be treated any worse than other freemen. Furthermore, there are very large numbers of human slaves and slaves of other races, so the people of the setting are unlikely to see slavery as an inherent aspect of a particular race - again, slavery is largely a social phenomenon on Athas, not a racial one. |
Re: GURPS Dark Sun Conversion
Are you going for using Dungeon Fantasy approach or more "realistic"?
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