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Old 02-14-2011, 11:20 AM   #1
Jürgen Hubert
 
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Default Re: GURPS Dark Sun Conversion

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Originally Posted by NineDaysDead View Post
A thri kreen template (I favour higher point templates that tend to significantly differ from baseline humans):

Athasian Thri-kreen [370]
ST +5 (NFM -40%, SM+2 -20%) [20]; DX +3 [60]; IQ -1 [-20].
I can see making them SM+1 given their height and especially length. In fact, I should probably do give them that in the next version. However, SM+2 seems a bit much, given that they don't have nearly as much bulk as half-giants. Furthermore, I wouldn't give them increased ST, either - they never got any Strength bonuses in the original material, and much of their musculature is probably used to support that heavy exoskeleton as well as their leaping muscles. Furthermore, I consider +2 DX to be plenty - that's already very, very dexterous (the same goes for your elves).

I will have to think about the other elements in your list. I think your writeup would make for a fine "Dungeon Fantasy"-style enemy writeup - a dangerous foe of the desert. However, for a base racial template this is probably a bit much, and I would prefer it if they remain playable for ordinary "heroic" campaigns at 150 points or less.
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Old 02-14-2011, 02:42 PM   #2
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Default Re: GURPS Dark Sun Conversion

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I can see making them SM+1 given their height and especially length. In fact, I should probably do give them that in the next version. However, SM+2 seems a bit much, given that they don't have nearly as much bulk as half-giants.
You're right they don't have as much bulk as half-giants. I'm just following GURPS rules for determining SM:
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When creating a creature that is larger or smaller than a human, find its SM by looking up its longest dimension – height for upright creatures such as giants, length for horizontal creatures such as cats and dragons, diameter for blobs – on the Size Modifier Table (above).
If a creature’s longest dimension falls between two entries on the table, base its SM on the higher value. Box-, sphere-, or blob-shaped characters add +2 to SM; elongated boxes, like most ground vehicles, add +1.
Their longest dimension is 10 foot 8 inches to 11 foot.

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Furthermore, I wouldn't give them increased ST, either - they never got any Strength bonuses in the original material, and much of their musculature is probably used to support that heavy exoskeleton as well as their leaping muscles.
Well 3rd ed gave them Strength +2, but one of thes reason I gave them:
ST +5 (NFM -40%, SM+2 -20%) [15];
is that they mass 450lbs -470 lbs. Think about what that should mean for slams. You could drop that to HP +5 (SM+2 -20%) [8]; which saves 7 points.
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Furthermore, I consider +2 DX to be plenty - that's already very, very dexterous (the same goes for your elves).
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Originally Posted by Thri-kreen of athas page 23
Despite their great size, thri-kreen are quite dexterous. The adjusted Dexterity for a thri-kreen player character ranges from a minimum of 17 to a maximum of 22. While the most agile halflings and elves are equal to the most agile thri-kreen, the average thri-kreen is more dexterous than an average member of any other race.
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Old 02-14-2011, 02:55 PM   #3
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Default Re: GURPS Dark Sun Conversion

Less focus on the details, more focus on the feeling.
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Old 02-14-2011, 03:00 PM   #4
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Default Re: GURPS Dark Sun Conversion

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Less focus on the details, more focus on the feeling.
Templates are made of details, the emergent properties of these details contribute to the feeling.
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Old 02-14-2011, 03:19 PM   #5
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Default Re: GURPS Dark Sun Conversion

Right. But trying to do exact conversions of AD&D material to GURPS are generally doomed. (For instance, try to get non-supers characters to fight a converted Great Wyrm red dragon...)

Within the setting of Dark Sun, what is the feeling of Thri-kreen?
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Old 02-14-2011, 03:28 PM   #6
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Default Re: GURPS Dark Sun Conversion

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Right. But trying to do exact conversions of AD&D material to GURPS are generally doomed. (For instance, try to get non-supers characters to fight a converted Great Wyrm red dragon...)

Within the setting of Dark Sun, what is the feeling of Thri-kreen?
Me and him did this tango earlier. Better just to move on, I think.
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Old 02-14-2011, 08:07 PM   #7
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Default Re: GURPS Dark Sun Conversion

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Well 3rd ed gave them Strength +2, but one of thes reason I gave them:
ST +5 (NFM -40%, SM+2 -20%) [15];
Except by RAW, you can't do this unless they also have NFM, which they don't (and shouldn't). You could give them Weak Arms instead.
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Old 02-15-2011, 04:55 AM   #8
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Default Re: GURPS Dark Sun Conversion

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Except by RAW, you can't do this unless they also have NFM, which they don't (and shouldn't). You could give them Weak Arms instead.
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If the aesthetics bug people, rename No Fine Manipulators to Lower Body Only at the same value and with the same effects. :)
Rename it "Lower Body Only -40%"
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Old 02-15-2011, 07:40 PM   #9
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Default Re: GURPS Dark Sun Conversion

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Rename it "Lower Body Only -40%"
Interesting. If that's kosher why doesn't anything published do it, I wonder? What's the point of Weak Arms, then?
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Old 02-17-2011, 10:59 PM   #10
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Default Re: GURPS Dark Sun Conversion

So I'm kind of a fan of how D&D (and in particular, Dark Sun) treated mental combat.

Anyone convert the harbingers and constructs over?

For example, "The Sword," a specialization of Mind Thrust. Or "The Forest," a specialization of Mind Blank.

What ARE the GURPS assumptions for mental combat? (Book and page citations are enough, I think I have all the books. :-P)
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