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Old 08-20-2011, 10:09 AM   #51
Dragondog
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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— Initially I took the position that Search in d20 isn't really the same as Search in GURPS. The former is "examine a room or wall or what have you for something of interest;" the latter is "Oppose Holdout and Smuggling," something of the "Airport-Security Skill." However, looking through everything again, I can't find a GURPS skill that explicitly corresponds to "D20 Search," so "GURPS Search" seems like as good a choice as any, unless someone knows differently. In the meantime, I've added Search 13 to Tsuto's sheet.
— D20 Gather Information is decidedly not GURPS Research. It's basically a combination of Carousing, Streetwise, and Savoir-Faire. Though he has no Savoir-Faire skills, Tsuto already has Social Chameleon and Streetwise. I've also added Carousing 11 to his skill list.
I guess that's what I get for going by memory.
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Old 08-20-2011, 02:43 PM   #52
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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— D20 Gather Information is decidedly not GURPS Research. It's basically a combination of Carousing, Streetwise, and Savoir-Faire. Though he has no Savoir-Faire skills, Tsuto already has Social Chameleon and Streetwise. I've also added Carousing 11 to his skill list.
Here's Kromm's post on Gather Information in Gurps.
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Old 08-20-2011, 05:58 PM   #53
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

Since Tsuto isn't a build with any terribly complicated elements, I'll go ahead and kick off the next stage of conversion, which has quite a few uncommon elements, starting with the Wrathspawn.

D20 Information

Spoiler:  


GURPS Information

Spoiler:  
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Old 08-25-2011, 08:51 PM   #54
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

anything new for your pathfinder conversions?
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Old 08-26-2011, 05:48 AM   #55
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Dark Vision; Night Vision 9;
Night Vision is redundant if they have Dark Vision.

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As usual, I'm not sure about the affliction. I didn't bother trying to build it to mirror the "repeated doses" effect of the d20 build, but if there's a convenient way to do that, I'm open to suggestions.
The Side-Effect enhancement in Basic may be closer to what you want.

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anything new for your pathfinder conversions?
Seems like if there was, he'd post it...
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Old 08-26-2011, 08:15 AM   #56
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Night Vision is redundant if they have Dark Vision.
Not completely redundant as you see in color with Night Vision.
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Old 08-26-2011, 11:40 AM   #57
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

Nothing since the Wrathspawn (immediately above). I'd been hoping that the Wrathspawn's special abilities would spark some more discussion on my poor grasp on the Affliction rules, but obviously that has failed to materialize.

I've spent the interim doing other, non-conversion work related to the adventure, namely working out character creation rules and racial templates. That said, there are certainly quite a few more things left to convert, and the first Wrathspawn sighting is pretty much the kick-off for a long series of adversaries with more complicated characteristics.

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Originally Posted by Gold & Appel Inc
Night Vision is redundant if they have Dark Vision.
Quote:
Not completely redundant as you see in color with Night Vision.
Ah, both bits good to know! Not that these guys are being built on a budget, but every bit of knowledge helps.

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Originally Posted by Gold & Appel Inc
The Side-Effect enhancement in Basic may be closer to what you want.
Thanks for the suggestion. I'll take a look at it later today when I get the chance and see if I can work out how it could apply.
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Old 08-26-2011, 12:01 PM   #58
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

* Your affliction doesn't need Blood Agent or Melee Attack as it is a follow-up
* Does Extra Attack (Brawling) only allow you to make a second attack if you use Brawling?
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Old 08-26-2011, 12:02 PM   #59
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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Nothing since the Wrathspawn (immediately above). I'd been hoping that the Wrathspawn's special abilities would spark some more discussion on my poor grasp on the Affliction rules, but obviously that has failed to materialize.
Personally, I would create a new irritant condition, on the same scale than Pain (and with a single advantage or disadvantage that makes halves the penalties, in this case, I think that it would be Pacifism).

Mild Wrath: -2 to all DX, IQ and Self Control rolls.
Severe Wrath: -4 to all DX, IQ and Self Control rolls. You can not take All Out Defense, unless you are a Pacifist.
Terrible Wrath: -6 to all DX, IQ and Self Control rolls. You can not take All Out Defense or Defensive Attack, unless you are a Pacifist.
Fury: Everything becomes red-tinged. As Terrible Wrath, but you Also suffer the effects of Berserk, and you as if you had the disadvantage, and you had failed your self control roll. If you are a Pacifist, treat this as Terrible Wrath.

Pacifist characters are more used to restrain their violent impulses, and so only suffer half the penalties due to Wrath.

Oh, and I would make it that Symptom of the Wrathful Bite attack: Mild Wrath at after losing 1/3 HP to this ability, Severe Wrath after losing 1/2 HP to this ability, Terrible Wrath after losing 2/3 HP to this ability, and Fury after losing full HP to this ability.
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Old 08-26-2011, 12:25 PM   #60
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Default Re: [D20 to GURPS] Burnt Offerings Conversions

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* Your affliction doesn't need Blood Agent or Melee Attack as it is a follow-up
* Does Extra Attack (Brawling) only allow you to make a second attack if you use Brawling?
* Why is that? Shouldn't the fact that it is a follow-up to a melee attack make it a Melee Attack? Shouldn't it still need Blood Agent, since it only works if it penetrates the target's DR (I don't see anything in the Follow-Up enhancement description that says a successful "carrier attack" that hits, but which does no damage due to DR, still delivers the Follow-up effect)?

* That's the intention. The mechanical goal is to allow the Wrathspawn to make two attacks per round: A DWA with both claws, followed by a Bite (which would use Brawling and be the Extra Attack in this case).


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Originally Posted by Kuroshima
Personally, I would create a new irritant condition...
I like that solution a lot. It maintains the "increasing effect" feel of the original ability and seems to be pretty closely paralleling existing rules (which makes me more comfortable with it).

I might fiddle around with it just so that taking any damage from the Wrathful Bite would trigger "Mild Wrath," and then taking damage in excess of the various thresholds kicks it up a notch. Pending figuring out the Melee Attack / Blood Agent issue, something like this:

Wrathful Bite

Affliction 1 [10 base] — Mild Wrath (-2 to DX, IQ, and Self-Control; halved for characters with Pacifism; automatically forces a Bad Temper roll for characters with that disadvantage) [+20%]; Follow-Up (Bite) [+0%]; Resisted by Will [+20%]; Symptom: Severe Wrath (As above, but -4 to rolls, and non-Pacifist characters cannot take All-Out Defense; 1/3 basic HP, x3) [+120%]; Symptom: Terrible Wrath (As Severe Wrath, but -6 to rolls, and non-Pacifists cannot make Defensive Attacks; 1/2 basic HP, x2) [+80%]; Symptom: Fury (As Terrible Wrath, but non-Pacifists also immediately suffer Berserk (with a base SC of 6, which causes automatic failure due to Terrible Wrath); 2/3 basic HP, x1) [+20%]

Final Cost: [+36 Points]


With both Melee Attack (Reach C) [-30%] and Blood Agent [-40%], the Final Cost would be [+29 Points].
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