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-   -   [D20 to GURPS] Burnt Offerings Conversions (https://forums.sjgames.com/showthread.php?t=82414)

gmjasongurps 08-13-2011 09:07 AM

Re: [D20 to GURPS] Burnt Offerings Conversions
 
so nice that you are doing this, i think i am getting ready to start a GURPS Rise of the Runelords campaign shortly as well. Hopefully we can find some good stuff to share for this!

Dragondog 08-13-2011 09:09 AM

Re: [D20 to GURPS] Burnt Offerings Conversions
 
Quote:

Originally Posted by Kuroshima (Post 1230268)
EDIT: Oh, and you can combine Aura with Area effect, just in case it was not clear from the comment above. It works as you expect.

Good to know!

Landwalker 08-13-2011 09:13 AM

Re: [D20 to GURPS] Burnt Offerings Conversions
 
Ah, that does clear it up. I was assuming that Area Effect couldn't be combined with Aura/Melee Attack, and that the only way to get "affects X yards around you" was with Emanation.

So, if Costs FP works the way I think it does, the final version would look like this:

Inspire Courage (Affliction 1) [+53 CP]: Advantage (+1 DX), Area Effect (8 Yards), Aura, Bard-Song Power, Costs FP (2 FP to initiate, 1 FP to maintain each minute), Fixed Duration, Malediction (Melee), Melee Attack (Reach C), Reduced Duration 1/60 (Effect persists 3 seconds after termination), Requires Skill (Singing), Selective Area, Sense-Based (Hearing)

Kuroshima 08-13-2011 09:55 AM

Re: [D20 to GURPS] Burnt Offerings Conversions
 
Quote:

Originally Posted by Landwalker (Post 1230276)
Ah, that does clear it up. I was assuming that Area Effect couldn't be combined with Aura/Melee Attack, and that the only way to get "affects X yards around you" was with Emanation.

So, if Costs FP works the way I think it does, the final version would look like this:

Inspire Courage (Affliction 1) [+53 CP]: Advantage (+1 DX), Area Effect (8 Yards), Aura, Bard-Song Power, Costs FP (2 FP to initiate, 1 FP to maintain each minute), Fixed Duration, Malediction (Melee), Melee Attack (Reach C), Reduced Duration 1/60 (Effect persists 3 seconds after termination), Requires Skill (Singing), Selective Area, Sense-Based (Hearing)

Looks ok. just some caveats:
  • Sense-Based is already part of the Power Modifier
  • Requires Skill is not a standard limitation, and the ability already requires a roll due to Malediction. I would remove it, specially since Singing is an HT skill IIRC (or that might come from my memories of 3rd ed), and I never saw bardsong abilities dependent on how strong you can sing. I would make it based on IQ, though, since I don't see how it can work if it's based on Will.
  • You need Requires Concentrate or you will get a creature that can start to sing with a concentrate maneuver, and then keep it going and attacking at the same time
  • Oh, and it doesn't inspire courage, if it doesn't give fearlessness or Unfazeable
  • Finally, activating an Aura is a free action, you need to add Takes Extra< Time to make it into a concentrate maneuver (Keeping it active requires consecutive concentrate maneuvers thanks to Requires Concentrate)

Let's format it as if it was to be written in a book:

Inspire Courage
77 points


The bard knows hims that inflame the hearts of those who hear them, making them redouble their efforts in the face of adversity. To activate this ability, take a concentrate maneuver, pay 2 FP and roll IQ, plus any Bardic Magery, Bardic Talent or Bard-sing talent. If you succeed, all allies within 8 yards that can hear him experience a surge of morale, making them more resistant fear and panic, and also making them strike truer and harder. Mechanically, this gives them +1 DX, Striking ST 2, and Fearlessness 5. This effect lasts for 3 seconds. The bard must continue to sing every turn, taking consecutive concentrate maneuvers, and roll IQ every turn, to renew the duration. If he fails three rolls in a row, the effect ends, otherwise it lasts for a minute. Those who leave the area can enter it again, to recover or renew this effect.

Statistics: Affliction 1 (HT; Advantage, +1 DX, Fearlessness 5, Striking ST 2, +400%; Area Effect, 8 Yards, +150%; Aura, +80%; Based on IQ, +20%; Bard-Song, -30%; Costs 2 FP, -10%; Fixed Duration, +0%; Malediction, +100%, Melee Attack, Reach C, -30%; Nuisance Effect, 3 consecutive failed rolls end the effect, -5%; Reduced Duration 1/60, -35%; Requires Concentrate, -15%; Selective Area, +20%; Takes Extra Time, -10%) [77]

Landwalker 08-13-2011 10:36 AM

Re: [D20 to GURPS] Burnt Offerings Conversions
 
Quote:

Sense-Based is already part of the Power Modifier
Ah, so it is. Duly noted.

Quote:

Requires Skill is not a standard limitation, and the ability already requires a roll due to Malediction. I would remove it, specially since Singing is an HT skill IIRC (or that might come from my memories of 3rd ed), and I never saw bardsong abilities dependent on how strong you can sing.
Indeed it isn't. I added it as a 0% modifier to replace the Will roll required by Malediction, since the whole point of the Bardic Performance abilities is, in fact, performance (in this case, singing). A better bard is better able to execute and maintain the ability, after all, and I didn't know how else to represent that.

(Of course, the Inspire Courage ability needn't necessarily be executed through singing. It could also be carried out through a musical instrument. The Goblin Wardancer just happens to be song-centric.)


Quote:

Advantage, +1 DX, Fearlessness 5, Striking ST 2, +450%
How do you get +450%? I only get +400% (+200% for DX, +100% for Fearlessness 5, and +100% for Striking ST 2).

Kuroshima 08-13-2011 10:49 AM

Re: [D20 to GURPS] Burnt Offerings Conversions
 
Quote:

Originally Posted by Landwalker (Post 1230312)
How do you get +450%? I only get +400% (+200% for DX, +100% for Fearlessness 5, and +100% for Striking ST 2).

I had Unzazeable in there until I decided that it was too over the top... I'll edit the post

weby 08-13-2011 12:26 PM

Re: [D20 to GURPS] Burnt Offerings Conversions
 
I am currently running a GURPS campaign where most of the Burnt Offerings adventure path is part of a larger prophesy of doom.

Started the campaign at 100+50 points, with templates used for the start and about 1/3 of future points are from templates too, 2/3 free placement but limited in how many points you can put into attributes and such. It is a fairly high point gain campaign at about +1 charater point/hour of play. They are currently at about 230 points after 19 sessions

I decided to basically just run the D20 monsters as direct conversion as base and then tweak as needed. So for example on the spellsinger I did not do exact power writeup as it is really not needed as it is a NPC power so I just noted the effects she gave to the other goblins.

The same with the goblin warriors, I did not worry about things like exact advantages/disadvantages and such, as the things I needed to know about the goblins were the combat things, thus my goblin warriors came out as:

Small Humanoid (Goblinoid) SM:-2
Attack: Dogslicer 13 melee (1d)
javelin 13 ranged (1d-1)
shield: 13
Abilities: St 11, Dx 13, Ht 11, Iq 10, Will 9, reaction: -2 HP:13
Speed: 6, dodge:10, Parry:10, block:10 Armor: leather: Dr 2
Darkvision 60 ft.
Skills: Steath 13, Per:13 Ride 12

Landwalker 08-13-2011 12:48 PM

Re: [D20 to GURPS] Burnt Offerings Conversions
 
Quote:

Originally Posted by weby (Post 1230358)
I decided to basically just run the D20 monsters as direct conversion as base and then tweak as needed. So for example on the spellsinger I did not do exact power writeup as it is really not needed as it is a NPC power so I just noted the effects she gave to the other goblins.

The same with the goblin warriors, I did not worry about things like exact advantages/disadvantages and such, as the things I needed to know about the goblins were the combat things

Yes, that's how a normal person would do it, and I know how much this forum likes to jump down the throats of anyone who dares fully building run-of-the-mill NPCs. I certainly could take the usual shortcuts and just say "Eh, I think Goblin Warriors are about a Shortsword 12" and call it good. I'm simply choosing not to in order to get more practice (1) with simply converting d20 blocks to GURPS blocks in case I ever wanted to convert something PC-relevant, and (2) with building special abilities. I've done almost nothing with this before, so working my way through things like Inspire Courage or (coming up next!) the Goblin Dog's "Allergic Reaction" ability is a good way for me to familiarize myself with the GURPS modeling of more "extraordinary" d20 abilities that don't necessarily have a simple, direct analog.

So, yeah. I could do it the quick and dirty way and just get things running, but I'm consciously choosing not to, because "getting things running" is only part of the objective of this exercise.

Now that I'm happy with where the Wardancer is (and thank you for all your help, Kuroshima), later this afternoon I plan to throw together the rat-faced Goblin Dog. Hopefully the Allergic Reaction affliction will a more straight-forward one.

weby 08-13-2011 12:57 PM

Re: [D20 to GURPS] Burnt Offerings Conversions
 
Oh, there is nothing wrong with doing full builds, and I will definitely follow your progress with intrest, I just mentioned the approach I took.

Landwalker 08-13-2011 02:23 PM

Re: [D20 to GURPS] Burnt Offerings Conversions
 
And now, the Goblin Dog!

Goblin Dogs are flat-nosed, rat-faced beasts with tiny clawed forelimbs and long, hairless, pink tails, giving them a decidedly verminous appearance. They are ugly, craven, and irritable, and even the healthiest look sickly and starved due to their horrible appearance and constant itching. Few men or beasts would consort with something that smells like a dozen dogs soaked in sewage, but Goblins keep and breed them, using them as companions on raids and occasionally as mounts.

D20 Information

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GURPS Information
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