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Old 08-13-2011, 03:20 PM   #31
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

...Why does the Goblin Dog have so many combat skills that require...hands?
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Old 08-13-2011, 03:35 PM   #32
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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...Why does the Goblin Dog have so many combat skills that require...hands?
Ah, whoops! Good catch. I accidentally left in the Goblin Warchanter's skills instead of replacing them with the Goblin Dog's.

All fixed now.

I've also modified the Dog's advantages slightly with 2 levels of Silence to reflect its racial Stealth bonus.
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Old 08-13-2011, 05:22 PM   #33
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

D&D Combat Reflexes should translate to Extra Attack with a lot of restrictions.
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Old 08-13-2011, 05:48 PM   #34
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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D&D Combat Reflexes should translate to Extra Attack with a lot of restrictions.
Attacks of Opportunity in general have no analog at all in GURPS—other than, indeed, "Extra Attack with a lot of restrictions." But since any d20 character can already make at least one GURPS-non-existent AoO (otherwise, every character would have an Extra Attack with a lot of restrictions), I don't feel the need to recognize any change for a character who can make multiple GURPS-non-existent AoOs.

I did consider just giving the Warchanter the GURPS version of Combat Reflexes (+1 Defenses, improved Fright resistance, better at resisting surprise), but I wasn't really sold.
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Old 08-13-2011, 06:07 PM   #35
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Attacks of Opportunity in general have no analog at all in GURPS—other than, indeed, "Extra Attack with a lot of restrictions."
AoOs are only an artifact of the six second combat turn. GURPS with it's more discrete actions doesn't need anything of the sort.

A character with Combat Reflexes in D&D is just a character played with a good understanding of when to Wait in GURPS.
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Old 08-13-2011, 07:41 PM   #36
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

Doesn't look like the Dog is raising a lot of eyebrows, so I'll start moving on towards the Goblin Commando.

Before I roll out the full conversion, there's an equipment issue for the Commando that I need to determine


d20 Stats

Potion of Rage: The affected creature gains +2 Strength, +2 Dexterity, +1 the Willpower saves, and -2 to AC. The duration for a common potion is about 30 seconds.



There doesn't seem to be any single GURPS potion or spell effect that could cover all of this. There is the Berserker spell (M.134), but "All-Out Attack Every Round" is just a bit more severely penalizing than "-2 AC".

Obviously, I could just make up a potion with very specific effects (+1 ST, +1 DX, +1 Will, -2 to all defenses, 30 seconds), but before I take that way out, I'd like to see if there's some other way to go about it.
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Old 08-14-2011, 02:16 PM   #37
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

D20 Information

Spoiler:  

GURPS Information

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Old 08-14-2011, 03:40 PM   #38
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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consternation is that the d20 "Barbarian Rage" ability has no analog in GURPS, even in DF 1, so there's nothing to go on there.
[/font][/spoiler]
There is an analog, in DF11. It gives a big ST boost, at a huge ST cost, and requires the user to have the berserk disadvantage (but not to be berserking while using it).

I know I'm starting to sound repetitive, but DF 11 will help you design many of the iconic D&D abilities.
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Old 08-14-2011, 04:24 PM   #39
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

Alright, alright, you win. I bought the infernal thing. =P

I'm guessing that what you're referring to is the Great Rage ability for the Barbarian. Which does seem to be at least a step in the right direction even without capturing all of the elements, since it's really just a big (really big) ST burst.

Even so, I'm not sure how one would translate that into a potion, unless you just called it an advantage-granting potion, 20 CP = 500 Energy, ๗ 5 for single-use = 100 Energy, and then price it from there (even though potion-brewing doesn't really parallel the crafting of magic items, it doesn't seem too unreasonable to use the same pricing scheme as Quick & Dirty Enchantment, which would make such a potion around $100).

That's actually how I ended up putting together the potion above: 15 CP (+1 ST, +1 DX, +1 Will is collectively [+35], and I assigned an arbitrary [-20] to the -2 Defenses) = 375 Energy, ๗ 5 for single use, -5% For Reduced Duration (assuming 1-minute base duration) = 71 Energy. I'm not wildly satisfied with it, both because of the disconnect between the linear effect of modifiers in d20 vs. the bell-curve effect in GURPS and because it just seems like a very... crude way to put together a magical potion.

/Tangent and back to the Great Rage from DF 11, I suppose to make it a closer parallel to the D20 ability, one would move the FP cost to the end of the ability rather than the beginning. But that still leaves the rest of the effects at issue.
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Old 08-14-2011, 04:37 PM   #40
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Alright, alright, you win. I bought the infernal thing. =P

I'm guessing that what you're referring to is the Great Rage ability for the Barbarian. Which does seem to be at least a step in the right direction even without capturing all of the elements, since it's really just a big (really big) ST burst.

Even so, I'm not sure how one would translate that into a potion, unless you just called it an advantage-granting potion, 20 CP = 500 Energy, ๗ 5 for single-use = 100 Energy, and then price it from there (even though potion-brewing doesn't really parallel the crafting of magic items, it doesn't seem too unreasonable to use the same pricing scheme as Quick & Dirty Enchantment, which would make such a potion around $100).

That's actually how I ended up putting together the potion above: 15 CP (+1 ST, +1 DX, +1 Will is collectively [+35], and I assigned an arbitrary [-20] to the -2 Defenses) = 375 Energy, ๗ 5 for single use, -5% For Reduced Duration (assuming 1-minute base duration) = 71 Energy. I'm not wildly satisfied with it, both because of the disconnect between the linear effect of modifiers in d20 vs. the bell-curve effect in GURPS and because it just seems like a very... crude way to put together a magical potion.

/Tangent and back to the Great Rage from DF 11, I suppose to make it a closer parallel to the D20 ability, one would move the FP cost to the end of the ability rather than the beginning. But that still leaves the rest of the effects at issue.
Now that you have it, look at the bard songs too, under bard powerups. ;)

As for moving the FP cost to the end of the effect, it would halve the limitation value, as per Aftermath (though not RAW, it's IMHO an acceptable extension)

EDIT: As for the potion, I would make it a combination Potion (It's Pure Chemistry, Pyramid #3/28, p. 7) of Battle and Strength potions. You might aff a quick to it, that it gives berserk, for a minor cost decrease.
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