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#1 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Looking at the GURPS Repository, there are far too few d20/D&D Conversions up there. This needs to change!
Therefore, I will from time to time post d20/D&D conversions into this thread - races, monsters, magical traditions, or anything else I find worthy of conversion. This is intended for open discussion, and after the discussion has concluded I will add the material to the GURPS Repository. The main focus will be on material in the d20 SRD, but anything ever published for the various D&D or d20 iterations is fair game. Feel free to add your own contributions - just tell us where you originally found the material you converted (especially if it isn't in the d20 SRD). And don't feel limited to adding your material to this thread, either - the GURPS Repository could always use more contributors as well...
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#2 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Let's start with the races. Here are the templates I came up with for my old Urbis conversion (which was pretty much "standard d20" anyway):
Dwarves (59 points) Attribute Modifiers: HT +1 [10]. Secondary Characteristic Modifiers: Basic Move -1 [-5], HP +1 [2]. Advantages: Dark Vision [25]; Dwarf Talent 1 (Axe/Mace, any attack rolls versus orcs, half-orcs and goblinoids, and any Armoury, Engineer, Merchant and Perception-based rolls involving stone or metal) [5], Extended Lifespan 4 [8], Magic Resistance 2 (Improved, +150%) [10], Resistant (Poison, +3 to HT) [3]. Racially Learned Skills: Immoveable Stance (H) DX-2 [1]. Elves (58 points) Attribute Modifiers: DX +1 [20], HT -1 [-10]. Secondary Characteristic Modifiers: HP -1 [-2], Per +2 [10]. Advantages: Elf Talent 1 (Bow, Broadsword, Rapier) [5], Extended Lifespan 5 [10], Less Sleep 4 [8], Magery 0 [5], Night Vision 7 [7], Resistant (Immunity to supernatural “sleep” effects) [5]. Gnomes (38 points) Attribute Modifiers: ST -1 [-10], HT +1 [10]. Secondary Characteristic Modifiers: Basic Move -1 [-5], HP +2 [4]. Advantages: Acute Hearing +2 [4], Acute Smell/Taste +2 [4], Extended Lifespan 3 [6], Gnome Talent 1 (Alchemy, Any attack rolls versus kobolds and goblinoids, illusion spells) [10], Night Vision 7 [7], Resistant (Illusions, +3) [3], Speak With Animals (burrowing creatures only -60%, 3 Uses/day -20%) [5]. Features: SM -1. Half-Elves (24 points) Secondary Characteristic Modifiers: Per +1 [5] Advantages: Extended Lifespan 1 [2], Half-Elf Talent 1 (Diplomacy, Fast-Talk, Search, Streetwise) [5], Night Vision 7 [7], Resistant (Immunity to supernatural “sleep” effects) [5]. Half-Orcs (10 points) Attribute Modifiers: ST +1 [10], IQ -1 [-20] Advantages: Dark Vision [25] Disadvantages: Social Stigma (Second-Class Citizen) [-5]. Halflings (36 points) Attribute Modifiers: ST -1 [-10], DX +1 [20] Secondary Characteristic Modifiers: Basic Move -1 [-5] Advantages: Acute Hearing +2 [4], Enhanced Dodge [15], Extended Lifespan 1 [2], Halfling Talent 1 (Acrobatics, Climbing, Jumping, Sling, Stealth, Throwing, All Thrown Weapons) [10]. Features: SM -1 Hobgoblins (65 points) Attribute Modifiers: DX +1 [20], HT +1 [10] Advantages: Dark Vision [25], Silence 2 [10] Any comments on those?
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#3 |
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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I think instead of talent it should be given 1 point on each skill.
The reason elves know how to use bow and sword is because they're trained while young. The reason dwarves know how to swing an axe is experience with it. |
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#4 |
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Join Date: Sep 2007
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If it's a D&D conversion, a +1 Talent is appropriate. Elves get a +1 to hit with a bow; whether they're first level fighters or 20th, they're still +1 better than their human equivalent.
The unavoidable cultural training -- a required point in a skill -- is a reasonable way to build elves in GURPS. It's just not as D&D-like. (And if I were going that route, I wouldn't have many, if any, "racial skills". Not _all_ elves are going to be bow experts, even if they're common in the population. A GURPS character is an individual, not an archetype of a species. This is a case for It Costs What It Costs. Growing up hunting or patrolling the elf-forest is a perfectly good excuse for spending some points in Bow on your character sheet, if that's what you want, but all characters have background reasons for the skills they have. The skills don't get cheaper or have free points because you have an appropriate background. If so, you're in 1e Unusual Background territory.) |
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#5 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Why are you giving them night vision 7? It seems like an odd number. Mechanically, low-light vision doubles vision range in low light conditions, which is a +2, or if you're using the way DF handles light (a zone of no penalty, surrounded by a zone at -3) you could give a +3 to have no penalty in the outer zone.
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#6 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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I have about 150 critters from D&D 3.5e, the Tome of Horrors, and GURPS Fantasy Bestiary that I've been just too darn lazy to put up. Would that help?
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#7 |
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Join Date: Sep 2012
Location: Germany
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Here are the lower cost variants of the racial templates. I tried to make them as thin as possible and really only including that which is essential and/or stereotypical for the race.
Dwarves (31 points) Attribute Modifiers: HT +1 [10]. Advantages: Dark Vision [25]; Extended Lifespan 4 [4], Magic Resistance 1 [2], Resistant (Poison, +3 to HT) [5]. SM -1 [-15] Elves (46 points) Attribute Modifiers: DX +1 [20], HT -1 [-10]. Secondary Characteristic Modifiers: Per +2 [10]. Advantages: Extended Lifespan 5 [5], Less Sleep 4 [8], Magery 0 [5], Night Vision 3 [3], Resistant (Immunity to supernatural “sleep” effects) [5]. Gnomes (5 points) Attribute Modifiers: ST -1 [-10], HT +1 [10]. Advantages: Acute Hearing +2 [4], Extended Lifespan 3 [3], Night Vision 3 [3], Resistant (Illusions, +3) [5], Speak With Animals (burrowing creatures only -60%, 3 Uses/day -20%) [5]. SM -1 [-15] Half-Elves (15 points) Secondary Characteristic Modifiers: Per +1 [5] Advantages: Extended Lifespan 1 [1], Night Vision 4 [4], Resistant (Immunity to supernatural “sleep” effects) [5]. Half-Orcs (10 points) Attribute Modifiers: ST +1 [10], IQ -1 [-20] Advantages: Dark Vision [25] Disadvantages: Social Stigma (Second-Class Citizen) [-5]. Halflings (14 points) Attribute Modifiers: ST -1 [-10], DX +1 [20] Advantages: Acute Hearing +2 [4], Luck (Defensive -20%) [12], Extended Lifespan 1 [1], Fearlessness +1 [2] SM -1 [-15] Changelog ALL - Applied PK's house rule for flavor traits - Removed racial skills, because they do not make sense Dwarves - Adjusted point costs of Resistant from 3 to 5 - Removed HP modifier - Removed Basic Move modifier, because this is covered by SM -1 - Reduced magic resistance and removed the improved enhancement, because +2 in D&D is not +2 in GURPS - added Size Modifier -1, because they are Dwarves and not only slow humans :) - Elves - Removed HP modifier - Reduced Night Vision advantage from 7 to 3 Gnomes - Removed HP modifier - Removed Basic Move modifier, because this is covered by SM -1 - Added Size Modifier -1 - Removed Acute Taste/Smell - Reduced Night Vision advantage to 4 - Reduced Night Vision from 7 to 3 Half-Elves - Reduced Night Vision from 7 to 3 Halflings - Removed Basic Move modifier, because this is covered by SM -1 - Removed Enhanced Dodge - Added Luck (Defensive) as a substitute for Enhanced Dodge, since it also covers defense against spells, as the saving throws in D&D do Hobgoblins - Removed them, because I don't like them :P Last edited by Laughing Man; 07-02-2013 at 04:03 PM. |
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#8 |
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Join Date: May 2011
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I entered the Balrog, but I must have made an error in formatting the stats, which is weird, given that the instructions are embedded. If someone fixes it while I am away this evening, I'll try to learn from the repair. Otherwise, I'll try puzzling out how to fix it tonight.
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#9 |
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Join Date: May 2011
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wait, I get it...
gonna fix this up real quick |
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#10 |
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Join Date: Jun 2012
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I have a 111-page document of D&D races conversions and 41-page document of some other monsters, but they all could be somewhat... defective as I'm an inexperienced GURPS player yet. Should I upload it somewhere?
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| Tags |
| conversion, d&d to gurps, d20 conversion, gurps repository |
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