Re: GURPS Orcslayer - Entry level GURPS
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I think you can just play it straight without a lot of conversion. Axes are better in 4E than in Man to Man, so all those axe-wielding orcs get better. But it's not like the original adventure was perfectly balanced for any particular group of PCs. If you have tactically astute players with combat monster characters, you'll need more or better orcs than if you have clueless players with well-rounded characters. |
Re: GURPS Orcslayer - Entry level GURPS
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Re: GURPS Orcslayer - Entry level GURPS
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Orc Marauder BS: 5.5 Move: 5 ST 12 DX 11 IQ 9 HT 11 Dodge: 8 Parry: 9 HP 12 BL: 29 lbs Will 9 Per 10 FP 11 DR: 2 (1 vs. imp) Medium Leather Tunic and Hood Throwing Axe—13: 1d+4 cut Acc 2 Range 12/18 Light Club—13: 1d+3 cr Large Knife—12: 1d cut; 1d-1 imp Brawling—12: 1d-2 cr Wrestling—11 Night Vision 7; Resistant to Metabolic Hazards +3; Bully; Climbing—12, Hiking—12, Stealth—12. Bugbear Bushwhacker (Hobgoblins in the original) BS: 5.5 Move: 5 ST 13 DX 12 IQ 8 HT 10 Dodge: 8 Parry: 9 HP 13 BL: 34 lbs Will 8 Per 10 (Smell 13) FP 10 DR: 2 Fur Knobbed Club—13: 2d cr Bite—14: 1d cut Claw—14: 1d+1 cr Wrestling—13: ST 14 Dark Vision; Climbing—13, Stealth—13. Leader: Rusty Broadsword—13: 2d cut; 1d+2 imp Forest Elf Guardian BS: 5.75 Move: 6 ST 10 DX 13 IQ 10 HT 10 Dodge: 9 Parry: 10 HP 8 BL: 20 lbs Will 10 Per 12 FP 10 DR: 0 (1 vs. cut) Light Leather Tunic Bow—15: 1d-1 imp (10 sec/ HT-3 vs. Sleep) Acc 2 Range 150/200 Shortsword—13: 1d cut; 1d-1 imp Combat Reflexes; Night Vision 5; Fast-Draw (Arrow)—14, Stealth—14, Tracking—13. Lizard Man Savage BS: 5.75 Move: 6 ST 13 DX 11 IQ 9 HT 12 Dodge: 8 (11 with shield) Parry: 10 (13) Block: 13 HP 13 BL: 34 lbs Will 9 Per 9 FP 12 DR: 2 Scaly Hide and Nictitating Membrane Spear—14 (12 with shield): 1d+3 imp (1d+2 1-Handed) Acc 2 Range 13/20 Round Mace—14: 2d+1 cr Large Shield, Light—14: 1d cr DB: 3 DR: 2 Cover DR: 6 HP 18 10 lbs. -2 to attack rolls Bite or Claw—14: 1d cut Tail Strike—12: 1d+2 cr Born Biter; Peripheral Vision; Temperature Tolerance 3 (Heat); Terrain Adaption (Sand). Orc Soldier BS: 5.5 Move: 3 ST 12 DX 11 IQ 9 HT 11 Dodge: 6 (8 with shield) Parry: 10 (12) Block: 11 HP 12 BL: 29 lbs Will 9 Per 10 FP 11 DR: 4 Medium Scale Armor (-1 vs. cr) and Pot Helm Spiked Axe or Large Falchion—14: 1d+4 cut; 1d imp Javelin—12: 1d imp Acc 3 Range 18/30 Medium Shield, Heavy—12: 1d-1 cr DB: 2 DR: 4 Cover DR: 9 HP 20 14 lbs. Large Knife—12: 1d cut; 1d-1 imp Brawling—12: 1d-2 cr Wrestling—11 Night Vision 7; Resistant to Metabolic Hazards +3; Bully; Hiking—12, Soldier –10. Dwarf Sergeant BS: 6.25 Move: 4 ST 15 DX 12 IQ 10 HT 13 Dodge: 8 (10 with shield) Block: 12 HP 15 BL: 58 lbs Will 12 Per 10 FP 16 DR: 6 Medium Plate Armor; 4 Hands & Feet +1 Tough Skin Morningstar—14: 3d cr -2 to block, -4 to parry Wrestling—13: ST 18* Medium Shield, Heavy—14: 1d+1 cr DB: 2 DR: 4 Cover DR: 9 HP 20 14 lbs. *Lifting ST +2; Night Vision 5; Resistant to Poison +3; TL 4; Intimidation—14, Tactics—11. |
Re: GURPS Orcslayer - Entry level GURPS
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Re: GURPS Orcslayer - Entry level GURPS
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Also, I wonder if you checked DF 15: Henchmen. I find that this sourcebook offers some useful pieces of crunch and advice for one-on-one gaming, that is to say, campaigns with one player. |
Re: GURPS Orcslayer - Entry level GURPS
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Re: GURPS Orcslayer - Entry level GURPS
It would probably take some tweaking for this to be usable with dungeon fantasy, simply because of power levels. For example, the first encounter involves orcs pushing their way up a staircase which they can only get up one at a time. A DF knight or similar character can literally kill hundreds of mediocre skill orcs with that kind of advantage.
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Re: GURPS Orcslayer - Entry level GURPS
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If you are going to pick it up, about one-on-one gaming look for these sections in chapter two: The Use and Abuse of Henchmen > As Allies > Pros and Cons of Allies, Quote:
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