[D20 to GURPS] Burnt Offerings Conversions
Howdy, folks!
Of late, I've been taken by the inclination to run a new game, most likely in the low-end (200-point to start with, I'm thinking) Dungeon Fantasy spirit, using the Rise of the Runelords adventure path from Paizo's Pathfinder d20 variant, beginning with the first adventure, Burnt Offerings. Of course, this means a considerable amount of taking the d20 versions of many challenges and encounters and turning them into something GURPSy. Since I've never really developed a great deal of confidence in the trait/ability-modeling arm of GURPS character creation, I'd like to use this thread to present the d20 original and my GURPS recreation side-by-side, getting feedback on how best to appropriately and faithfully present the module's many challenges and adversaries. Seems reasonable to start at the beginning, with what anyone familiar with Burnt Offerings knows is the first- and most-often-encountered opponent in the module: The Goblin!
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So, throw that sucker into the GURPS machine, and here's what I have coming out:
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So, what do people think? P.S. I realize that this isn't exactly an earth-shattering conversion challenge. That's not what I'm shooting for. I'm just shooting for a reasonably faithful GURPS representation of the D20 module's various elements. And considering that this is an adventure for four First- through Fourth-Level PCs in Pathfinder, and the Goblin Warrior is the first enemy encountered, it isn't supposed to be earth-shattering. P.P.S. My apologies for the suboptimal formatting of the write-ups. The forums delete multiple spaces and all tabs unless they're [CODE]-tagged, at least as far as I can tell, so I couldn't lay everything out as neatly or compactly as I would have liked. |
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Where exactly is the Born Biter you're thinking of? The only one I know about is in DF3, which doesn't have levels and also seems more like something appropriate to an alligator than a gluttonous "intelligent" humanoid.
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Ah-hah, there it is (MA.115—"Teeth").
My only concern about giving them Born Biter is that, while they do have oversized heads and mouths, their jaws aren't really elongated (that was the source of my comment about alligators and humanoids, not their relative intelligence), and their noses in particular aren't any more prominent (relative to their head) than those on a more familiarly-proportioned humanoid head. What I could do is give them a variant of Born Biter to reflect their plus-sized pie-holes with the usual SM-related benefits, but trade the "Easier to hit their huge heads" for "easier to hit their jaws and noses." |
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Why are you giving them points? Are you going to allow them as a PC race?
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I'm starting in on the next item now—Goblin Warchanter! The main challenge is figuring out how to model the d20 Bard's "Inspire Courage" ability in GURPS. |
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The next conversion representative is the Goblin Warchanter, the "support" of the goblin raiding parties. Although a weak (but agile) combatant individually, the Warchanter is able to command minor magics in order to boost the morale and performance of his fellow goblins and attempt to disrupt the raid's enemies.
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You say that goblins hate and are afraid of dogs and horses, but I only see Phobia. What does their hate lead them to do? Is it Intolerance? Do dogs and horses have Enemy (goblins)? Is it only a Quirk?
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I'm a complete GURPS novice. But, just pulling words out of memory from other posts I've seen:
Affliction plus some advantage like Unfazeable, with the Bard Song limitation. Would that work? |
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it would, however, not work as you expect: It would allow you to create a "courage missile". The target, if hit, would roll at HT+DR, and if he failed, he would gain the advantage for a number of minutes equal to his margin of failure. In order to get the typical bard abilities, you need to add Malediction, Area Effect, Emanation OR Aura, and the Power Modifier (if you take the Bardsong power from DF, it includes needing to hear you sing/perform IIRC). You can, however, take a look at the bard songs on DF11, or to the Auras of Power, on Pyramid #3/13, to see meta-modifiers (that is, a package of modifiers) to make it much easier. |
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I do, at least, have Dungeon Fantasy 1, which I looked at when I was originally getting ready to try to put the Warchanter together. Since the Bard-song power from that didn't include any of the archetypal "inspiration" abilities, I built my own affliction, but you're right in that I should have remembered the Bard-Song power modifier and applied it to the Inspire Courage affliction. I'll edit that in now. So, in light of what I do have to work with, is there any better way I could model the Inspire Courage ability? Anything distinctly wrong that I did with it? Any recommendations about anything else? Quote:
I suppose this could be considered an Intolerance (Horses and Domesticated Dogs, -5 Reaction). I can add that to the basic "goblin template" now. |
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Since I don't have the world's strongest grasp on Powers, I hope you don't mind a couple of questions so that I know where the issues are coming from.
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(I don't really care how it's priced for the Warchanter, but it's a valid PC ability as well, so the pricing could matter.) Quote:
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What makes Melee Attack (Reach C) + Aura the appropriate way to model the ability, as opposed to Area Effect (X Yards) + Emanation? Aura specifically says it affects "anyone you touch or who touches you," not those around you. * In fact, Pathfinder (the source material for this exercise) also does not have Uses/Day for the Bardic Performance abilities. It allows using it for a number of rounds equal to 4+Charisma Modifier. This would allow a Pathfinder Warchanter to use Inspire Courage for 5 six-second rounds each day. |
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If Inspire Courage has an 8 yard radius, Melee Attack + Aura isn't suitable, but Malediction could be useful. |
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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. |
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Costs Fatigue 1 would mean that you spend 1 FP to activate it for 1 minute and half that for each subsequent minute. |
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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!
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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) |
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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] |
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(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:
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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 |
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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. |
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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.
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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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...Why does the Goblin Dog have so many combat skills that require...hands?
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All fixed now. I've also modified the Dog's advantages slightly with 2 levels of Silence to reflect its racial Stealth bonus. |
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D&D Combat Reflexes should translate to Extra Attack with a lot of restrictions.
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I did consider just giving the Warchanter the GURPS version of Combat Reflexes (+1 Defenses, improved Fright resistance, better at resisting surprise), but I wasn't really sold. |
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A character with Combat Reflexes in D&D is just a character played with a good understanding of when to Wait in GURPS. |
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Doesn't look like the Dog is raising a lot of eyebrows, so I'll start moving on towards the Goblin Commando.
Before I roll out the full conversion, there's an equipment issue for the Commando that I need to determine d20 Stats Potion of Rage: The affected creature gains +2 Strength, +2 Dexterity, +1 the Willpower saves, and -2 to AC. The duration for a common potion is about 30 seconds. There doesn't seem to be any single GURPS potion or spell effect that could cover all of this. There is the Berserker spell (M.134), but "All-Out Attack Every Round" is just a bit more severely penalizing than "-2 AC". Obviously, I could just make up a potion with very specific effects (+1 ST, +1 DX, +1 Will, -2 to all defenses, 30 seconds), but before I take that way out, I'd like to see if there's some other way to go about it. |
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I know I'm starting to sound repetitive, but DF 11 will help you design many of the iconic D&D abilities. |
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Alright, alright, you win. I bought the infernal thing. =P
I'm guessing that what you're referring to is the Great Rage ability for the Barbarian. Which does seem to be at least a step in the right direction even without capturing all of the elements, since it's really just a big (really big) ST burst. Even so, I'm not sure how one would translate that into a potion, unless you just called it an advantage-granting potion, 20 CP = 500 Energy, ÷ 5 for single-use = 100 Energy, and then price it from there (even though potion-brewing doesn't really parallel the crafting of magic items, it doesn't seem too unreasonable to use the same pricing scheme as Quick & Dirty Enchantment, which would make such a potion around $100). That's actually how I ended up putting together the potion above: 15 CP (+1 ST, +1 DX, +1 Will is collectively [+35], and I assigned an arbitrary [-20] to the -2 Defenses) = 375 Energy, ÷ 5 for single use, -5% For Reduced Duration (assuming 1-minute base duration) = 71 Energy. I'm not wildly satisfied with it, both because of the disconnect between the linear effect of modifiers in d20 vs. the bell-curve effect in GURPS and because it just seems like a very... crude way to put together a magical potion. /Tangent and back to the Great Rage from DF 11, I suppose to make it a closer parallel to the D20 ability, one would move the FP cost to the end of the ability rather than the beginning. But that still leaves the rest of the effects at issue. |
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As for moving the FP cost to the end of the effect, it would halve the limitation value, as per Aftermath (though not RAW, it's IMHO an acceptable extension) EDIT: As for the potion, I would make it a combination Potion (It's Pure Chemistry, Pyramid #3/28, p. 7) of Battle and Strength potions. You might aff a quick to it, that it gives berserk, for a minor cost decrease. |
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Damn you and your successful salesmanship. I hope you're getting a commission.
By the looks of it, the Combination Potion (with some sort of "Temporary Disadvantage" modifier and Reduced Duration) would probably work out well. Maybe: Potion of the Champion Effects: +1d ST, +1d DX, Bravery Side Effects: On the Edge (CR 12) [-15%] Duration: 1 minute [-35%] Cost: $540 I looked at the Bardic Song stuff on DF11.20, as well. With the exception of "Based on Per," it looks like what I was shooting for originally (with the Emanation thing), as least for the Beneficial Song. The sample songs will definitely be helpful when coming up with other songs, as well. Thanks for the recommendation—looks like it'll be a good pick-up. |
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so what's next on your conversion plate?
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Well, I've been out of town all week on a business trip (bleh), so I haven't been able to do much converting.
Since it doesn't look like the Potion is getting much more discussion, once I get home tomorrow night, I'll start in on the next item on the list. I'm going to skip Gresgurt, since he's just a Goblin Commando with the Knife skill and no potion for the most part, and move on to the first human opponent the PCs encounter, Tsuto Kaijitsu (what, you thought this thread wasn't going to have spoilers? Edward Norton is Tyler Durden, by the way), the slippery half-elf who is at least partially to blame for the fact that the first three enemy types the PCs encounter are all goblins. In d20 terms, Tsuto is a Rogue 1 / Monk 2. Unfortunately, being unarmored in GURPS is a lot more severe than being unarmored in d20, and fighting unarmed is even more of a problem (although Tsuto prefers fighting at range with a longbow, the d20 version carries no melee weapons and relies on the monk class's unarmed strikes and flurry of blows ability). As such, Tsuto may end up being less of a "conversion" and more of a "rebuilding." |
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As with the Commando, Tsuto Kaijitsu has a magical item that I would like to nail down before going whole-hog with the conversion.
D20 Item A Ring of Protection +1. This gives a +1 deflection bonus to AC. It is always on, and applies to Touch AC and Flat-Footed AC as well. The issue is that I don't have a lot of experience or familiarity with how GURPS magic items are assumed to work or how they are "built" by a GM, so below is what I think the GURPS conversion of this ring would be: GURPS Item Ring of Deflection +1. This is a simple metal ring with a Deflect (+1) Enchantment (Magic, pg. 67), conferring a +1 DB against all attacks. The ring is always on and requires no energy or fatigue investment in order to function. Energy Cost to Create: 100 Market Value: $2,000 (Second-Hand, M.21) My understanding is also that, if the ring is struck, it is likely to be destroyed, owing to its small size and, likely, minimal DR (I figure that a normal ring is unlikely to have more than 2 HP and 2 DR). Of course, it would be very difficult to deliberately strike the ring, in any case. In d20, magic items are customarily difficult to just destroy, although they are (save the major artifacts) destructible one way or another. I'm not sure how to add that quality to a ring such as this, but considering the difficulty of hitting the ring in the first place, that may be a non-issue. |
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You could use the rules regarding partial armor in LT and UT to figure out the weight/cost/DR for armor that only covers as much as a ring does.
I'd guess somewhere close to 0.05% of full body coverage for weight and cost. Light Style for 2/3 of weight, cost, and DR. And Stylish Cut, for x4 price. Lets say we're using Jousting Mail from LT. That's starting with DR 6, $1,500, and 30 lbs. With the above formula we get: DR: 6*2/3 = 4 Cost: 1500*0.0005*2/3*4 = $2 Weight: 30*0.0005*2/3= 0.01 lbs If we allow for heavy plate, we get: DR: 9*2/3 = 6 Cost: 4000*0.0005*2/3*4 ~ $5 Weight: 32*0.0005*2/3 ~ 0.01067 lbs Not to say anything about the modifiers in DF1. Or the fact that you can use magic on the ring to protect itself too. And by size it's at least -11 to hit. |
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Don't over-complicate things. DF8 gives you prices for rings of diverse materials. For example, a silver ring weights 0.15 lbs and costs $115. It's so light, that I would say that any damage destroys it, but it's so small, that hitting it should be almost impossible, unless you aim for it (calculate the SM).
Oh, and Deflect+1 is a good match for a +1 AC ring. |
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Alright, here he is—the first "PC-race" enemy encountered by the players. Tsuto Kaijitsu was a tough conversion that I ended up playing pretty loose, thanks to the D20 version's Monk class levels.
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And hoo-boy, here it goes: GURPS Information
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Edit: I am actually not happy at all with how Tsuto is looking right now. I may completely overhaul him later tonight to no longer be an unarmed fighter. Possible modifications include switching to nunchaku, a staff, or dual-wielding sais, and will probably universally entail some improvements to his mediocre physical qualities. |
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And here is the rebuild! I rejiggered Tsuto to dual-wield sais and wear a bit of armor. I feel like he maintains his martial-artist feel without either being completely impotent or demanding an overly complicated build to make him viable. The sais also still let him have an unusual quality that makes him stand out — and Bind Weapon should give my axe-toting dwarf PC fits.
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For Tsuto: * I would have added Enhanced Dodge * Some skills don't list skill level * I would have given Acrobatics, Diplomacy, Intimidation, and Flute higher skill levels * I would have added Research and Search |
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— Tsuto did originally have Enhanced Dodge when he was more "monkish," since parrying was out of the question. However, with the overhaul to sai-fighting instead, I dropped Enhanced Dodge and moved him over to Enhanced Parry. He's still no slacker in the Dodge department, though. — Initially I took the position that Search in d20 isn't really the same as Search in GURPS. The former is "examine a room or wall or what have you for something of interest;" the latter is "Oppose Holdout and Smuggling," something of the "Airport-Security Skill." However, looking through everything again, I can't find a GURPS skill that explicitly corresponds to "D20 Search," so "GURPS Search" seems like as good a choice as any, unless someone knows differently. In the meantime, I've added Search 13 to Tsuto's sheet. — D20 Gather Information is decidedly not GURPS Research. It's basically a combination of Carousing, Streetwise, and Savoir-Faire. Though he has no Savoir-Faire skills, Tsuto already has Social Chameleon and Streetwise. I've also added Carousing 11 to his skill list. Other Edits: — I've added a note about Tsuto's effective dodge. — I've corrected the point value of his rebuild. — I've added a note about Tsuto's "GM Whim" style. — I corrected the damage line for Tsuto's sai attacks (was formerly 1d+2 imp, instead of 1d+2 cr / 1d-1 imp), and made the Sais Fine quality (+1 imp damage) |
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Since Tsuto isn't a build with any terribly complicated elements, I'll go ahead and kick off the next stage of conversion, which has quite a few uncommon elements, starting with the Wrathspawn.
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anything new for your pathfinder conversions?
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Nothing since the Wrathspawn (immediately above). I'd been hoping that the Wrathspawn's special abilities would spark some more discussion on my poor grasp on the Affliction rules, but obviously that has failed to materialize.
I've spent the interim doing other, non-conversion work related to the adventure, namely working out character creation rules and racial templates. That said, there are certainly quite a few more things left to convert, and the first Wrathspawn sighting is pretty much the kick-off for a long series of adversaries with more complicated characteristics. Quote:
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* Your affliction doesn't need Blood Agent or Melee Attack as it is a follow-up
* Does Extra Attack (Brawling) only allow you to make a second attack if you use Brawling? |
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Mild Wrath: -2 to all DX, IQ and Self Control rolls. Severe Wrath: -4 to all DX, IQ and Self Control rolls. You can not take All Out Defense, unless you are a Pacifist. Terrible Wrath: -6 to all DX, IQ and Self Control rolls. You can not take All Out Defense or Defensive Attack, unless you are a Pacifist. Fury: Everything becomes red-tinged. As Terrible Wrath, but you Also suffer the effects of Berserk, and you as if you had the disadvantage, and you had failed your self control roll. If you are a Pacifist, treat this as Terrible Wrath. Pacifist characters are more used to restrain their violent impulses, and so only suffer half the penalties due to Wrath. Oh, and I would make it that Symptom of the Wrathful Bite attack: Mild Wrath at after losing 1/3 HP to this ability, Severe Wrath after losing 1/2 HP to this ability, Terrible Wrath after losing 2/3 HP to this ability, and Fury after losing full HP to this ability. |
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* That's the intention. The mechanical goal is to allow the Wrathspawn to make two attacks per round: A DWA with both claws, followed by a Bite (which would use Brawling and be the Extra Attack in this case). Quote:
I might fiddle around with it just so that taking any damage from the Wrathful Bite would trigger "Mild Wrath," and then taking damage in excess of the various thresholds kicks it up a notch. Pending figuring out the Melee Attack / Blood Agent issue, something like this: Wrathful Bite Affliction 1 [10 base] — Mild Wrath (-2 to DX, IQ, and Self-Control; halved for characters with Pacifism; automatically forces a Bad Temper roll for characters with that disadvantage) [+20%]; Follow-Up (Bite) [+0%]; Resisted by Will [+20%]; Symptom: Severe Wrath (As above, but -4 to rolls, and non-Pacifist characters cannot take All-Out Defense; 1/3 basic HP, x3) [+120%]; Symptom: Terrible Wrath (As Severe Wrath, but -6 to rolls, and non-Pacifists cannot make Defensive Attacks; 1/2 basic HP, x2) [+80%]; Symptom: Fury (As Terrible Wrath, but non-Pacifists also immediately suffer Berserk (with a base SC of 6, which causes automatic failure due to Terrible Wrath); 2/3 basic HP, x1) [+20%] Final Cost: [+36 Points] With both Melee Attack (Reach C) [-30%] and Blood Agent [-40%], the Final Cost would be [+29 Points]. |
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"A Follow-Up attack need only list its damage amount and type. All other details depend on the carrier attack." B105 Thus, if the carrier is a melee attack, the follow-up is also a melee attack and cannot have that limitation. As both Follow-up and Blood Agent are "penetration modifiers" you can only have one of them. Quote:
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If building this as a Character, the issue is that imposing Mild Wrath automatically requires quite a lot of levels of affliction. Also, instead of making it a followup, you could use the rules for modifying ST-based damage. Here's what I propose: Thrust 1d-1->0.7d As a crushing innate attack, this equals 0.7x5=3.5 points (Basic says you round up before, Psionic Powers says that you can skip rounding until the end, to avoid math issues with double roundups) Modifiers:
This is applied to the base of 3.5 points, but without counting the base 3.5 points, gives us: 3.5*(1+174/100)-3.5=3.5*1.74=6.09, rounded to [7] You also take Toxic Attack, 30 points, equivalent to 0.25+29*0.3=8.95d, with the following enhancements:
8.95d of toxic damage with a +20% enhancement cost 8.95*4*1.2=42.96, rounded to [43], for a total cost of [50] Mechanically, it works as follows: When damaged by the wrathful bite, the target makes an HT-15 roll (and quite probably fails, though he can always resist with a 3 or 4, and this is a metabolic hazard, thus resistance to metabolic hazards applies), or gets afflicted with Mild Wrath for minutes equal to his margin of failure. If the bite does not penetrate, then as it's a toxic attack, it does causes no further effects, and does not try to penetrate DR on it's own. Also, keep track of the amount of damage caused by the wrathful bite. When it exceeds 1/3 of the character's HP, Mild Wrath gets updated to Severe Wrath, when it exceeds 1/2 of the character's HP, it gets updated to Terrible Wrath, and finally, when it exceeds 2/3 of the character's HP, it gets upgraded to Fury. Statistics: Modified ST Damage, 1d-1 (Accessibility, only on a single attack, -60%; Symptoms, Severe Wrath, 1/3 HP lost (Only on targets afflicted by Mild Wrath, -40%), +72%; Symptoms, Terrible Wrath, 1/2 HP lost (Only on targets afflicted by Mild Wrath, -40%), +72%; Symptoms, Fury, 2/3 HP lost (Only on targets afflicted by Mild Wrath, -40%), +90%) [7]+Toxic Attack, 30 points (Follow-Up, Bite, +0%; No Wounding, -50%; Side Effect, Mild Wrath, +70%) [43] |
Re: [D20 to GURPS] Burnt Offerings Conversions
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Re: [D20 to GURPS] Burnt Offerings Conversions
Well, that's a lot of stuff I'm not quite following. Let me try to walk through it and see if I can sort it out.
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I also don't understand what the purpose or advantage is of doing this way instead of doing it as a Follow-Up to a normal, melee, natural unarmed attack. What does this route offer that the Follow-up route doesn't? Quote:
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Sorry to be so clueless in all this, and I know that my bumbling must be getting tired (it certainly is getting tired for me!), but it's tough trying to tackle some of these things without any significant prior experience with all of the many and scattered parts of GURPS that you need to construct them. Naturally, I have other questions, but those can wait. Baby steps... |
Re: [D20 to GURPS] Burnt Offerings Conversions
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Berserk (N/A) (Battle Rage, +50%) [-37] (Resisting with N/A means you auto-fail, and it's x2.5, as per Powers p. 106). Still, being forced into Berserk, with no chance of snapping out (meaning that you WILL attack your friends after you finish your foes, untill you kill them or you) is well worth +100% as an affliction IMHO, and the price difference is so small, that I liked I had the whole ability for 50 points exactly ;) Quote:
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30 points of damage =>8.95d, is a direct application of the partial dice rules: The first point costs 0.25d, and any extra points cost 0.3d. You follow me right? Ok, then I add no wounding (meaning that the wounding modifier is x0) and Side Effect (meaning that the target must check at HT-half the penetrating damage, or suffer an affliction effect). The thing is, Side Effect does not care about wounding modifiers, it cares about penetrating damage, that is, damage after DR and before wounding modifiers. As I said, Toxic damage is special, in the sense that it doesn't try to penetrate DR independently if the carrier doesn't penetrate, but as a Follow-Up if the carrier penetrates, then all the damage is penetrating damage. The net effect is that anyone who gets bitten must, on top of the damage inflicted by the bite, make an HT roll against half the penetrating damage of the Follow-Up, but we've already stated that if ANY damage penetrates, then ALL damage penetrates, and otherwise, NO damage penetrates. Since the damage is exactly 30, then the exact penalty to resist is -15, every time. Quote:
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Re: [D20 to GURPS] Burnt Offerings Conversions
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In this case, though, I guess my question can more specifically be, "Is there anything related to this specific special attack that lends itself better to the Modifying ST-Based Damage rules rather than the Follow-Up Affliction rules?" Quote:
So, bearing in mind that I don't actually want the Mild Wrath to be an automatic effect, I think this is where the ability currently stands: Wrathful Bite: Modified ST Damage, 1d-1 (Accessibility, only on a single attack, -60%; Symptom, Severe Wrath, 1/3 HP Lost [Only on targets afflicted by Mild Wrath, -40%], +72%; Symptom, Terrible Wrath, 1/2 HP lost [Only on targets afflicted by Mild Wrath, -40%], +72%; Symptom, Fury, 2/3 HP lost [Only on targets afflicted by Mild Wrath, -40%], +90%) [7 Points] + Affliction 1, Mild Wrath (Follow-Up, Bite, +0%; Sense-Based, Will, +20%) +40% [12 points] Mechanics: When damaged by a bite attack, the Target makes a Will-0 roll. Failure causes the Mild Wrath condition for minutes equal to margin of failure. If the bite does not penetrate, then, as a follow-up attack, it has no further effect. As the character accumulates Wrathful Bite damage, the symptoms go into play and persist indefinitely until the injuries are healed. Now, assuming that's correct, it's time for that follow-up question I alluded to earlier, in two parts: (1) How would this change if I wanted the symptoms to have the same limited duration as the Mild Wrath base? (2) Does it even matter, since it seems to me that if Mild Wrath expires, then the subsequent conditions would expire as well? (Not that that matters, either, I don't imagine. Someone who is afflicted with Fury for even one minute is probably still going to be frothing-at-the-mouth crazy when your average combat is over until his allies manage to subdue him.) Quote:
------- Post-Script Question: Based on these rules, would Fury go into effect before or after the victim's HT roll to stay conscious for hitting 0 HP? |
Re: [D20 to GURPS] Burnt Offerings Conversions
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Toxic Attack, 1 point (Based on a Different Attribute, Will, +20%; No Wounding, -50%; Side Effect, Mild Wrath, +70%) [2] Quote:
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So, assuming that Follow-up + Blood Agent isn't the way to go with this, the final version of Wrathful Bite would be: Statistics: Modified ST Damage, 1d-1 (Accessibility, only on a single attack, -60%; Symptom, Severe Wrath, 1/3 HP Lost [Only on targets afflicted by Mild Wrath, -40%], +72%; Symptom, Terrible Wrath, 1/2 HP lost [Only on targets afflicted by Mild Wrath, -40%], +72%; Symptom, Fury, 2/3 HP lost [Only on targets afflicted by Mild Wrath, -40%], +90%) [7 Points] + Toxic Attack, 1 point (Based on Will, +20%; No Wounding, -50%; Side Effect, Mild Wrath, +70%) [2 points] Total Cost: 9 CP. That makes the Wrathspawn's total write-up as follows:
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These suckers are going to be a right pain for an unlucky or ill-prepared PC, but fortunately some decent armor will set them in order. Now that that's out of the way, I am free to tackle the next obstacle: A Vargouille... |
Re: [D20 to GURPS] Burnt Offerings Conversions
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Re: [D20 to GURPS] Burnt Offerings Conversions
I did see that, and from what I can tell, it's essentially saying "Follow-up and Blood Agent can both be applied to the same attack. There's just no discount for doing so."
I spent last night working on the Vargouille, and after a great deal of frustration, I think I finally have, in the Vargouille Kiss special ability, the first "the-hell-with-it-hand-wave" that I'm not even going to properly convert. The Vargouille's paralyzing shriek and poisonous bites, while equally frustrating in their own rights, did eventually manage to get some conversion. More on this later after I get it properly written up. |
Re: [D20 to GURPS] Burnt Offerings Conversions
I don't remember how the Vargouille Kiss special ability precisely works, but shouldn't Dominance or Infectious Attack be enough? I mean, do the newly created Vargouilles have to obey their creator?
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Re: [D20 to GURPS] Burnt Offerings Conversions
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Here's the d20 version of the ability, from the Pathfinder SRD: Quote:
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If the newly created vargouille isn't going to turn against it's creator, then the infectious attack is probably nothing more than a quirk. |
Re: [D20 to GURPS] Burnt Offerings Conversions
Alright, here is the train-wreck that is the Vargouille. Creepy, bat-winged, disembodied head and all.
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Re: [D20 to GURPS] Burnt Offerings Conversions
Regarding the Wrathspawn and its ability to see in the dark, Dark Vision (Color Vision +20%) costs 4 points less than Dark Vision and Night Vision 9, but as this is an NPC, it might not be important right now.
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