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#1 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Hello, everyone!
It's been a while since I posted here - mostly because it's been a while since I ran or was involved in a GURPS game. However, I just moved to a new city and am in the process of establishing a new gaming group. I've found a few interested players, and so far they seem to be open to either D&D 5E or GURPS as the game system. And among the possible settings I have proposed, Eberron seems to find the most interest. So while I won't put in serious efforts into a new conversion until it is confirmed, it can't hurt to put some thoughts into this. It's been 11.5 years since I last made the effort, and I think I can do better now. My first thoughts: - Races: There are a bunch of D&D solid racial templates at the GURPS Repository which I can swipe, but I need to add the new Eberron races (Warforged, Shifters, Changelings, Kalashtar) as well as notes on the social stigmas the various races have. I will have to think on whether I use older templates or come up with new ones. There is some newer information on these races from the D&D 4E and 5E version of the setting though, which I should take into account. - Magic: I think "wizards" could simply use the standard spell magic system, without any school restrictions - it's not "pure" D&D, but I don't think the setting suffers by allowing "arcane spellcasters" access to healing magic. "Divine" spellcasters can get a bunch of non-spell powers in exchange - maybe I will just use the spell lists from assorted Dungeon Fantasy supplements. - Artificers: Maybe I will give them magic item-based Modular Abilities, as well as gizmos - they can jury-rig magic items together for personal use. - Dragonmarks: This is probably the toughest one - I think it's best to implement these as Powers in the style of GURPS Powers, but that's going to take some work. What are your thoughts? And have you run any GURPS Eberron games in the last few years?
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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: Dec 2012
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One thing you might do with D&D magic is to use the Path/Book style. You 'prepare spells' by performing the rituals, and then carry the charms with you to cast the spells, later (or fudge up a house rule where you can store the spells/rituals in your aura, or something like that. The Schools of magic could thus be Paths, if you wanted to be that close to the source material.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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#3 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#4 | |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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GURPS is my favorite system and Eberron is my favorite setting, so I'd love to see this revitalized!
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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#5 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Both GURPS and Eberron have accumulated quite a lot of new rules material since then, so it's high time we take another look at all this. I don’t think I examined the assorted Eberron sourcebooks all that closely back then, and there have been new additions in later editions as well (such as the Warforged Scout in the 5e Wayfinder's Guide).
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#6 |
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Join Date: Nov 2008
Location: Yukon, OK
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Not familiar with Eberron but I like tinkering with powers so my help if examples are provided. The Wizardry Refined article in Pyramid #3/60 addresses most of the so called warts of regular magic.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#7 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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I have my own house rules for spells here:
http://german-geek.blogspot.com/2016...pells.html?m=1 Also note that I am not running a Dungeon Fantasy game as such, so I won't be using Dungeon Fantasy conventions (such as "no teleportation"). (I wish there was a revised edition of GURPS Magic that had been fully playtested, but that, alas, is unlikely to happen).
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#8 | |
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Join Date: Nov 2008
Location: Yukon, OK
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#9 |
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Join Date: Mar 2013
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By random chance I've had thoughts somewhat along these lines and my advice is to use the increases flexibility that GURPS allows to make Shifters and Kalashtar supplimental racial templates that you can chose to pick after first picking a normal template.
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| Tags |
| conversion, eberron, eberron gurps 4e, gurps eberron |
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