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#1 | |
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Join Date: Dec 2006
Location: Houston
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If all you have is the revised edition, and you understand the mechanics of that version, its a simple matter to convert using the same techniques Ive used. Its really just a matter of mapping the Damage from D&D to the Damage in GURPS. The same is true for the 'saving throws'. Note that I didnt come up with those percentages casually. I figured what the expectation value would be for chars of a certain level and what the damage expectation would be for a given trap. Using that percentage I mapped it to 2xHP under the assumption that at -1 HP most people are largely out of the fight. Similarly, I took the saving thorws for one of each class (F, T, MU, C) and averaged those together. Then I mapped that to a 3d6 probability and I allow the GM to decide what that success roll should be. For example, should a spring trap be a Roll vs Dodge or Per to avoid? I map the difficulty at 60% success, which is an 11 or less, and let the GM decide which is more suitable, and apply the modifiers from there. For the record, if someone was familiar enough with the mechanics used in the revised version, Id LOVE to see a conversion done with that system and compare them. 1e books are all Ive got though :) Nymdok |
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#2 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Saves: Let's see, at level 9, the favored saves get a +6, while the non-favored saves get a +3. You also get to add an attribute (usually between +0 and +6 at this level) and you probably have an item that gives you a bonus +1 to saves. If someone has multiclassed, or taken prestige classes, then he will have even higher saves (as per RAW). This means that the expected saves will range from +4 (Fighter, Will) to 13 (Rogue, Reflexes), that we can average at +9. Save DCs: A quick check shows that most saves are DC 22-23, meaning that they will be effective 45-50% of the time against a delver's maxed save, and effective 90% of the time against a delver's ignored save. In order to replicate this, I recommend that you pick the dodge, and reduce it to 9-10 via penalties, for those traps that can be dodged, and take the best will and HT, and do the same. Skills: A delver gets an attribute bonus (+0 to +6), plus his skill ranks (min 0, max of level+3 if it's a class skill, (Level+3)/2 if it's not) plus about a +1 gear bonus, plus maybe a +1 magical or luck bonus. Thus an optimized rogue will have 12 (Skill ranks)+6 (Dex)+2 (Gear+magic) for a total of +20. This makes most traps extremely easy to disable, at the listed DCs. Skill DCs: |
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#3 |
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Join Date: Sep 2004
Location: Canada
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For 3e DCs, I tend to roughly eyeball DC 10 as +5 to skill in GURPS, and every +2 to DC in D&D as -1 in GURPS.
The rationale is that DC 10 checks are ~50/50 for an untrained character with no attribute bonus, and +5 is a good "average" for counterbalancing a Default penalty in GURPS, bringing a stat 10 character up to ~50/50. +2 D&D DC ~= -1 GURPS Skill/Attribute is produced by eyeballing things.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#4 |
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Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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I think that what Kromm has to say about this might be of help.
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- Yeah sure, but what’s the purpose behind the survival of the species? To what end do we need to survive? - I 'unno. I'ma go watch Terminator 3. Then goto bed dude. You keep pondering the Universe. |
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#5 |
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Join Date: Dec 2006
Location: Houston
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Ah. Let me be more clear. I have not ever played anything past BD&D and AD&D 1E. I do not understand the following terms/phrases.
DC Save DC Favored Save Unfavored Save If someone would be kind enough to outline how all this works and, more importantly what the odds of success and failure are, then the mapping is a trivial matter. As I do not understand the terms or the mechanic, its a task Im poorly suited for. Nymdok |
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#6 | ||||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Difficulty Class. The number that you need to roll above on 1d20 to succeed.
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Last edited by sir_pudding; 01-10-2011 at 07:30 PM. |
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#7 | |
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Join Date: Dec 2006
Location: Houston
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The saving throws, for example, in 1e AD&D are flat d20. A 60% chance of success is a 60% chance of success regardless of what your rolling. Now granted, 3d6 gets a bit coarse in the middle, but the difference between 60% and 62.5% is pretty small and overall, Id say pretty negligible. Nymdok |
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#8 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Quote:
Save DC: The number you must reach with a d20+mods to get partial or no effects from a trap, a spell, or some other nastiness. There are three types of save: reflexes (dodging out of the way, it's what you use to halve the damage of fireballs), Fortitude (Resisting an effect that targets the body directly, most often for paralysis, instant death, poisons, etc etc) and Willpower (resisting an effect that targets the mind directly). See Favored save for more details on saves Favored save/Unfavored save: D&D 3rd ed has two save progressions, a favored, or fast one, and an unfavored, or slow one. The favored one is about twice the unfavored one. Each class gets between 0 and 3 favored saves. For example, the fighter has a favored fortitude save, and unfavored willpower and reflexes saves. To roll a save, you add your relevant attribute (Dex for Refl, Con for Fort, Wis for Will), your base save bonus (from your level) and any items that give a bonus to saves. Characters who have levels in more than one class, calculate the saves independently for each class, and add them together (So a level 4 fighter/level ranger would have +4 fort/+1 refl/+1 will from his 4 levels of fighter, and +4 fort/+4 refl/+1 will from his 4 levels of ranger, for a total of +8 fort/ +5 refl/+2 will. If he has Dex 20 (bonus of +5), Con 14 (bonus of +2) and Wis 14 (bonus of +2), his final saves will be +13 fort/+7 refl/+4 wis |
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#9 |
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Join Date: Dec 2006
Location: Houston
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Ok so lets do an example.
The First false entrance, 1. False Entrance Tunnel (page 5 of the Revised PDF) says DC 23 for 1/2 Damge, Search DC 24, Disable DC 24. If I understand this right, then those numbers alone really mean nothing until we know the context of the party involved. I know that the module is designed for 9th level chars. So taking the first case, Reflex save at DC 23, can you take an average of say Fighter, Magic User, Thief, and Cleric and come up with some number? In other words, do all Fighters have unfavored reflex saves fro example? Do all 9th level fighters have the same reflex save? Nymdok |
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#10 |
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Join Date: Nov 2009
Location: GMT-5
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| Tags |
| balance, conversion, tomb of horrors |
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