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#1 | |
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Banned
Join Date: Aug 2004
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#2 | |
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Join Date: Nov 2010
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So, NineDaysDead, you can keep doing your thing. You clearly aren't considering low-level adventures in Athas a real possibility for long-term play, and that's fine. But Jürgen, please keep your values a bit more tempered, as you've been doing, so those of us who like low-powered games can have a ready resource for doing GURPS campaigns in Athas.
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Finds party's farmboy-helper about to skewer the captive brigand who attacked his sister. "I don't think I'm morally obligated to stop this..." Ten Green Gem Vine--Warrior-poet, bane of highwaymen
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#3 | ||
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Last edited by Crakkerjakk; 02-14-2011 at 08:46 PM. |
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#4 | |
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Banned
Join Date: Aug 2004
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I don't have time to comment on everything now, but why did you give elves 9! levels of temperature tolerance?
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#5 | |
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Banned
Join Date: Aug 2004
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Also ST +10 seems too weak, based on the max lift of their minimum strength in AD&D their ST would be around 26, based on the GURPS' (Cube root of weight) X2 it should be ST 23. If you want them to act like fantasy giants who ignore the silly square cube law, I would give them a minimum of ST 23 + Lifting ST +10, making one half giant able to lift another half giant as well as one human can lift another human. EDIT: With a maximum lifes span of 220 years, some degree of longevity/extended lifespan might be in order. Last edited by NineDaysDead; 02-12-2011 at 04:59 PM. |
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#6 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Way I figure is you can exactly copy everything D&D said all the species could do. That will likely put racial templates well beyond what is affordable for lower point games and require some pretty convoluted builds. Or you can use lower-point builds that capture the important stats and the "feel" and actually have a party with all the different races in it built on no more than 200 points, and mostly use stuff that's already been published. Personally I prefer the second approach. Last edited by Crakkerjakk; 02-12-2011 at 05:00 PM. |
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#7 | ||
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Banned
Join Date: Aug 2004
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#8 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Besides, 3rd level is about on par with GURPS' normal "heroic" starting point of 150 pts, IME. Also, if you start low, you can always go to higher point totals. It's harder to come the other way. Finally, it lets you convert DF resources with only slight tweaking. |
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#9 | |
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Banned
Join Date: Aug 2004
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I don't see your point, Exalted is also "Post-apocalypse fantasy." EDIT: "Post-apocalypse fantasy." doesn't mean low point totals any more than "gritty" does.
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Much of DF doesn't seem appropriate for Dark Sun. Last edited by NineDaysDead; 02-12-2011 at 05:48 PM. |
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#10 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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I've revised some of my templates slightly:
I've also decided to leave the half-giants at SM+1 - smaller than they are represented in AD&D, but larger than the half-giants/goliaths in 4E. This does make them more playable in confined places, and to me playability is a big issue for this conversion. Besides, making then any bigger and stronger would probably be overkill in a world with poor armor. And regarding the square-cube law and things like that... well, I consider Dark Sun a gritty setting, but not one that should be considered very realistic. After all, this is a world where apparently a perfectly valid way of coping with the burning desert sun is to strip down to your loincloths. == Dwarf (60 points) == Attribute Modifiers: ST +1 [10], HT +2 [20]. Secondary Characteristic Modifiers: FP +1 [3], HP +1 [2], Will +1 [5]. Advantages: Extended Lifespan 2 [4], Higher Purpose [5], Infravision [10], Magic Resistance 3 [6]. Disadvantages: Stubbornness [-5]. Features: If the dwarf is killed while having failed his Higher Purpose, he will return as an undead banshee haunting his unfinished works. Notes: The Higher Purpose of a dwarf is referred to as his focus. This is a longer task that requires at least one week to complete, and the dwarf may choose a new one after finishing it. The Magic Resistance of dwarves works explicitly against wizardly magic only (defiling or preserving). Alchemical potions/fruits work normally. == Mul (44 points) == Attribute Modifiers: ST +2 [20], IQ -1 [-20], HT +1 [10]. Secondary Characteristic Modifiers: FP +3 [6]. Advantages: Less Sleep 2 [4], Lifting ST 3 [9], Very Fit [15]. == Thri-kreen (jeral) (91 points) == Attribute Modifiers: DX +2 [40], IQ -1 [-20]. Secondary Characteristic Modifiers: Basic Move +1 [5], Basic Speed +0.5 [10], Per +2 [10] Advantages: Affliction 1 (Paralytic Venom: HT; Follow-Up, Teeth or Striker, +0%; Paralysis, +150%) [25], Damage Resistance 4 (can't wear armor, -40%) [12], Doesn't Sleep [20], Extra Arms 2 [10], Fangs [2], Sharp Claws [5], Super Jump 2 [20], Vibration Sense (air) [10] Disadvantages: Low TL -2 [-10], Odious Racial Habit (eats other sapients) [-15], Short Lifespan 1 [-10], Sense of Duty (Clutch) [-5], Vow (only own what they can carry, no concept of money) [-15]. Quirks: Consider elves delicious, see everything in terms of "the Hunt", test those they interact with to see if they are "worthy". Features: Cannot jump backwards Notes: The Fangs represent mandibles. After being bitten, the victim must make a HT roll. Failure means he’s paralyzed for one minute times his margin of failure. Thri-kreen may buy up to three levels of Extra Attack for their arms, even in non-cinematic games. The racial memory can be used to justify knowledge of skills at a very early age. This is distinct from the Racial Memory advantage, which is very common among thri-kreen but not universal (since it represents especially vivid ancestral knowledge as opposed to skills).
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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| Tags |
| conversion, dark sun |
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