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Old 02-13-2011, 05:02 AM   #21
Crakkerjakk
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Join Date: Sep 2005
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Default Re: GURPS Dark Sun Conversion

Quote:
Originally Posted by NineDaysDead View Post
If you find that sentence offensive, why did you start using it?
I don't find the sentence offensive. I find people repeating things I said several times in a row slightly annoying. It's fairly classic schoolyard taunting.

Quote:
Originally Posted by NineDaysDead View Post
I haven't been going for exactly matching the description of things in D&D, only the feel.
I think your conversion is sacrificing playability for the sake of accuracy to the original.

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Originally Posted by NineDaysDead View Post
They can play the same things in the conversion that they can in D&D, just not at any point total. The same is true with Jürgen's templates.
So to be clear, what are the point totals for games that you allow players to play Thri-Kreen in? Keeping in mind that their racial template alone costs more than being a Navy SEAL?

Quote:
Originally Posted by NineDaysDead View Post
I've already answered this question, I'm going for verisimilitude, for people who actually want to play in Dark sun rather than a generic DF knock off. The elf template I posted was about 1/3 the point total of the Thri-reen one.
I've done a fair amount of work converting Shadowrun. According to SR, there are all kinds of things mages can do. If you made it so that every mage in GURPS SR had the same abilities every mage in normal SR had, just buying the basic abilities of being a mage (not even factoring in IQ) would probably run around 150-200 points. More like 500 if we don't cheat by saying that some properties of astral projection are due to the astral plane obeying different laws. Yet we have SR games about street level gangers with mages in them. Classic examples of low-point characters.

Now, you can convert all of the abilities SR says mages have. Or you can select some key abilities that are the core essence of "mage" in SR and make all the rest optional. I personally think the stories that unfold in a typical game in that setting are what you want to emulate. To me, it's more important to allow people the same character choices at the same relative power levels than to faithfully model every trait from the original setting. I don't have a problem with letting them upgrade to the full-on version in a higher point game, but I usually make those purchasable abilities, optional lenses, etc.
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