Re: Converting NPCs from AD&D to GURPS
Strength Conversion
Based on comparing AD&D 2nd Ed Max Press to GURPS 4th Ed Heavy Encumbrance Direct: AD&D 2nd Ed___GURPS 4th Ed Strength________ST 1______________1 [-90] 2______________2 [-80] 3______________3 [-70] 4-5_____________5 [-50] 6-7_____________7 [-30] 8-9_____________9 [-10] 10-11___________10 [0] 12-13___________11 [10] 14-15___________12 [20] 16______________13 [30] 17______________14 [40] 18______________15 [50] 18/01-50________15 or 16 [50 or 60] 18/51-75________16 [60] 18/76-90________17 [70] 18/91-99________18 [80] 18/00___________20 [100] 19______________23 [130] 20______________24 [140] 21______________26 [160] 22______________28 [180] 23______________31 [210] 24______________35 [250] 25______________38 [280] Smoothed out at the lower levels: AD&D 2nd Ed___GURPS 4th Ed Strength________ST 1______________1 [-90] 2______________2 [-80] 3______________3 [-70] 4______________4 [-60] 5______________5 [-50] 6______________6 [-40] 7______________7 [-30] 8______________8 [-20] 9______________9 [-10] Smoothed out exceptional Strength: AD&D 2nd Ed___GURPS 4th Ed Strength________ST 18/01-50________16 [60] 18/51-75________17 [70] 18/76-90________18 [80] 18/91-99________19 [90] 18/00___________20 [100] Smoother but less accurate table: AD&D 2nd Ed___GURPS 4th Ed Strength________ST 1______________1 [-90] 2______________2 [-80] 3______________3 [-70] 4______________4 [-60] 5______________5 [-50] 6______________6 [-40] 7______________7 [-30] 8______________8 [-20] 9______________9 [-10] 10-11___________10 [0] 12-13___________11 [10] 14-15___________12 [20] 16______________13 [30] 17______________14 [40] 18______________15 [50] 18/01-50________16 [60] 18/51-75________17 [70] 18/76-90________18 [80] 18/91-99________19 [90] 18/00___________20 [100] 19______________23 [130] 20______________24 [140] 21______________26 [160] 22______________28 [180] 23______________31 [210] 24______________35 [250] 25______________38 [280] |
Re: Converting NPCs from AD&D to GURPS
Other Attributes
AD&D 2nd Ed___GURPS 4th Ed Attribute_______ Attribute 1______________-90 points in Attributes/Disadvantages 2______________-80 points in Attributes/Disadvantages 3______________-70 points in Attributes/Disadvantages 4______________-60 points in Attributes/Disadvantages 5______________-50 points in Attributes/Disadvantages 6______________-40 points in Attributes/Disadvantages 7______________-30 points in Attributes/Disadvantages 8______________-20 points in Attributes/Disadvantages 9______________-10 points in Attributes/Disadvantages 10______________No modifiers 11______________10 points in Attributes/Advantages 12______________20 points in Attributes/Advantages 13______________30 points in Attributes/Advantages 14______________40 points in Attributes/Advantages 15______________50 points in Attributes/Advantages 16______________60 points in Attributes/Advantages 17______________80 points in Attributes/Advantages 18______________100 points in Attributes/Advantages 19______________120 points in Attributes/Advantages 20______________140 points in Attributes/Advantages 21______________160 points in Attributes/Advantages 22______________190 points in Attributes/Advantages 23______________220 points in Attributes/Advantages 24______________250 points in Attributes/Advantages 25______________280 points in Attributes/Advantages Notes: All Attributes Start at 10 IQ! = IQ – (PER+WILL) Dexterity Advantages: Basic Speed [5/Level]; Enhanced Defences [Variable]; DX [20/Level]; Flexibility [5 or 15]. Dexterity 19: Cat Fall [10] and Perfect Balance [15] are available. Disadvantages: Combat Paralysis [-15]; Klutz [-5 or -15]; Reduced Basic Speed [-5/Level]; Reduced DX [-20/Level]. Constitution Advantages: Extra FP [3/Level]; Extra HP [2/Level]; Fit [5 or 15]; Hard to Kill [2/Level]; Hard to Subdue [2/Level]; High Pain Threshold [10]; HT [10/level]; Less Sleep [2/Level]; Longevity [2]; Rapid Healing [5 or 15]; Resistant [Variable]; Resistant to Eternal Rest +3 or +8 [1 or 3]. Constitution 18: Immunity to Eternal Rest [5] is available. Constitution 19: Recovery [10] and Regeneration: Slow [10] are available.* Constitution 20: Regeneration: Regular [25] is available. Constitution 25: Regeneration: 1HP/10minutes [35]** is available. *I added Regeneration: Slow to smooth the progression from no Regeneration to Regeneration: Regular **GURPS Hellboy Disadvantages: Easy to Kill [2/Level]; Low Pain Threshold [-10]; Reduced FP [-3/Level]; Reduced HP [-2/Level]; Reduced HT [-10/level]; Unfit [5 or 15]. Intelligence Advantages: Eidetic Memory [5 or 10]; IQ! [10/Level]; Language Talent [10]; Languages [1-6] ; Lightning Calculator [2 or 5]; Non-Combat skills [Variable]; Versatile [5]. Intelligence 19: Immunity to Illusions [15] is available. Disadvantages: Absent-Mindedness [-15]; Bestial [-10 or -15]; Confused [-10]; Hidebound [-5]; Reduced IQ! [-10/Level]. Wisdom Advantages: Common Sense [10]; Empathy [15]; Fearlessness [2/level]; Indomitable [15]; Intuition [15]; Perception [5/level]; Unfazable [15]; Will [5/level]. Disadvantage: Cowardice [-10*]; Fearfulness [-2/level]; Gullibility [10*]; Impulsiveness [-10*]; Overconfidence [-10*]; Reduced Perception [-5/level]; Reduced Will [-5/level]. Charisma Advantages: Appearance [Variable]; Charisma [5/level]; Fashon Sense [5]; Smooth Operator [15/level]; Voice [10]. Disadvantages: Appearance [Variable]; Clueless [-10]; Disturbing Voice [-10]; No Sense of Humor [-10]; Odious Personal Habit [Variable]. |
Re: Converting NPCs from AD&D to GURPS
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And even more so, this thread for 4e: http://forums.sjgames.com/showthread.php?t=77123 |
Re: Converting NPCs from AD&D to GURPS
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Attributes relative to the PCs is another way of handling it. In a DF game – the presumed output for D&D characters – the templates average about 12 for the basic attributes, a bit more for DX. Since the templates represent adventurers with a few levels already, your mooks should be lower. |
Re: Converting NPCs from AD&D to GURPS
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Re: Converting NPCs from AD&D to GURPS
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Re: Converting NPCs from AD&D to GURPS
A work in progress:
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Armor tableThe "Class" column represents going up in the bang skill for that class; all go up 1 relative skill level every 4 levels. "Weapon" represents going up in skill for weapons not on the bang skill; "Stat" means whatever stat gets boosted. "Other" means anything else that might go up with level; "ER" is an Energy Reserve. The second table is mostly a listing of traits that a generic member of that class would have, which is mostly Advantages and Disadvantages that always show up on the template, with some common abilities for those templates dependent on Powers. The armor table at top is a list of cheap armor that would be common to NPCs. |
Re: Converting NPCs from AD&D to GURPS
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Re: Converting NPCs from AD&D to GURPS
Here is my first NPC. I decided to mostly build him from concept, but I took a few of NineDaysDead's ideas for tweaking scores to my liking.
I started with a 9th level fighter trained in a Brecht (read German/Hanseatic/Venetian) fencing school. He is a ruthless political mastermind, acts as head of his own police force as well as those of many of his neighbors, rules the richest and most powerful state in Anuire, and possesses perhaps the most legitimate claim on the title of Emperor. I started with a Swashbuckler Template, added in a Swashbuckler-Knight Mixed Profession Lens, improved his IQ to match his AD&D stats (via NineDaysDead's suggestions), gave him every Social Advantage that seemed proper, before finally adding a handful of skills that seem important to a Prince who must administer a state. I have not attempted to show any of his mortal allies, contacts, or dependents, nor have I included a representation of his bloodline score or strength (mystical empowerment from dead gods found in all rulers in this setting). However I have included his blood abilities (special powers gained via his bloodline). Let me know what you think. Darien Avan 750 points Late 40s; Light skin, brown (greying) hair, brown eyes, purple birthmark in the shape of a dragon on left side of face; Attributes: ST 12 [20], DX 15 [100], IQ 14 [80], HT 13 [30], Secondary Characteristics: Dmg 1d/2d-1, BL 29, HP 12, Will 12, Per 12, FP 13, Basic Speed 8, Basic Move 8, Dodge 11, Parry 21 (Main-Gauche), 18 (otherwise). Wears enchanted elven chain (DR 6). Advantages: Ally (Air Elemental; Built on 100%; constantly available; PM, -10%; Summonable, +100%) [38]; Ambidexterity [5]; Animal Empathy (Lions only, -80%; PM -10%) [1];Born War Leader 2 [10]; Charisma 2 [10]; Combat Reflexes [15]; Enhanced Parry 3 (Main-Gauche) [15]; Extra Attack 1 [25]; Feudal Rank 6 (Prince of Avanil) [30]; Handsome [12]; High Pain Threshold [10]; Independent Income 20 [20]; Legal Enforcement Powers [15]; Legal Immunity [15]; Luck [15]; Multimillionaire 2 [100]; Police Rank 6 [30]; Regeneration (Regular; PM -10%) [23]; Reputation 2 (Future Emperor; Allies and Subjects, -50%; All the time) [5]; Social Regard 2 (Respected; PM -10%) [9]; Speak with Animals (Lions only, -80%, PM -10%) [5]; Status 6 [0]; Striking ST 1 [5]; Weapon Bond (Scalebiter) [1]; Weapon Bond (Heartseeker) [1]; Weapon Master (Rapier and Main-Gauche) [25]. Disadvantages: Delusion ("I am the best man since Emperor Roele") [-5]; Obsession (Become Emperor of Anuire) 9 or less [-15]. Skills: Acrobatics (H) DX [4]-15; Administration (A) IQ+1 [4]-15; Area Knowledge (Anuire) (E) IQ [1]-14; Area Knowledge (Avanil) (E) IQ [1]-14; Armoury (Melee Weapons (A) IQ [2]-14; Brawling (E) DX+1 [2]-16; Carousing (E) HT [1]-13; Climbing (A) DX-1 [1]-14; Connoisseur (Literature) (A) IQ-1 [1]-13; Current Affairs (Headline) (E) IQ [1]-14; Current Affairs (Regional, Avinil) (E) IQ [1]-14; Dancing (A) DX-1 [1]-14; Detect Lies (H) Per-1 [2]-11; Diplomacy (H) IQ+3 [8]-17*;Fast-Draw (Knife) (E) DX+1 [1]-16†;.Fast-Draw (Sword) (E) DX+1 [1]-16†; Fast-Talk (A) IQ [1]-15*; Finance (H) IQ-1 [2]-13; First Aid (E) IQ [1]; Games (Tournament Rules) (E) IQ [1]-14; Heraldry (A) IQ [2]-14; Hiking (A) HT-1 [1]-12; History (Anuirean) (H) IQ-2 [1]-12; Intimidation (A) Will-1 [1]-11; Jumping (E) DX [1]-15; Law (Anuirean (Avanese)) (A) IQ [2]-14; Leadership (A) IQ+4 [2]-18*‡; Main-Gauche (A) DX+4 [12]-19§; Military Science (H) IQ-2 [1]-12; Politics (A) IQ+1 [4]-15; Public Speaking (A) IQ+3 [4]-17‡; Rapier (A) DX+4 [12]-19§; Savoir-Faire (High Society) (E) IQ+1 [2]-15; Sex Appeal (A) HT+1 [1]-14*; Stealth (A) DX-1 [1]-14; Strategy (H) IQ+1 [2]-15‡; Tactics (H) IQ+1 [2]-15‡; Wrestling (A) DX [2]-15; Persuade (H) Will [4]-12; Riding (A) DX-1 [1]-14. Languages: Anuriean-Native (default) [0]; Brecht-Accented [4]. Darien Avan, Prince of Avanil, runs not only his own kingdom, but significant portions of other provinces as well. Though he inherited much from his father, Veladan Avan, he has managed to amass an even greater portion of wealth and power than any had dreamed possible. It did help that partial stewardship of the City of Anuire itself passed to him with the death of his father. Nonetheless, Darien Avan capitalizes on any opportunity to expand his domain. This middle-aged prince seems well versed in the uses and abuses of power. He strives for law and moderation in all things, but he, like the Archduke of Boeruine, appears willing to sacrifice his compatriots to gain the Iron Throne. He believes that his knowledge of power will serve him well, and that he could be the best thing to happen to Anuire since Roele himself. None dare to gainsay him. * Includes +2 for Charisma † Includes +1 for Combat Reflexes ‡ Includes +2 for Born War Leader § Includes +1 for Weapon Bond |
Re: Converting NPCs from AD&D to GURPS
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I don't think he can do everything a DnD character can do, but that's more about system then this characters writeup. Fore example in DnD he could easily charge 20 goblins with bows. In GURPS the same group would turn him into a pincushion (Well except for the air elemental, but not all fighters have one). Also a good mage with a high instakill spell will take him out. But having said that I think you have gotten about as close as you can to a High power DnD character in GURPS. SIDE QUESTION: At what level does a DnD character conversion in GURPS get combat reflexes. What about Weapon Master? Is it different between classes? Quote:
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