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Old 12-06-2011, 06:44 AM   #1
Peter V. Dell'Orto
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

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Originally Posted by ClayDowling View Post
Are you aware of this magnificent product? http://e23.sjgames.com/item.html?id=BLU27
I wasn't. $1.95 is tempting, but my players have already sacked about half the place already, and I've modified it myself - so this product's mods would clash. So it's a little late for something I can't use again . . . but it looks cool.


But back on the original topic, I've run a lot more than B2 with GURPS. I just haven't done it with DF. I've run so many D&D modules or bits of them with GURPS I couldn't list them all. I just can't vouch for how they run with GURPS Dungeon Fantasy.
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Old 12-06-2011, 08:14 AM   #2
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

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But back on the original topic, I've run a lot more than B2 with GURPS. I just haven't done it with DF. I've run so many D&D modules or bits of them with GURPS I couldn't list them all. I just can't vouch for how they run with GURPS Dungeon Fantasy.
Probably the characters will have a lot more "endurance". Anytime I played or refereed going into a D&D module with 150 pt GURPS Characters it was pretty much a matter of dealing with a room, healing, resting, and then dealing with the next room, rinse, repeat.

Needless to say, there a premium put on stealth tactics. And because GURPS combat was more detailed and realistic than AD&D made it possible to one shot kill many things (but not all). There was a lot of investment in healing potions to get out of a fubar situation.

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Old 12-06-2011, 11:02 AM   #3
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

AD&D to Gurps 4ed, i've run:

Menzoberranzan Box Set
Ruins of Myth Drannor Box set
Ravenloft Box set
When black roses bloom adventure
Van Richten guide to Vampire
Mystara's Night of the Vampire
Labyrinth of Madness
Planescape box Set

All of them are played with DF.
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Old 12-06-2011, 12:21 PM   #4
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

*nods* In my experience, most D&D and AD&D modules just aren't designed to handle a 250-point GURPS Dungeon Fantasy character build, much less an entire party of them...not without beefing them up to the point that they start looking like the guy in the League of Extraordinary Gentlemen movie who drank an entire flask of Jekyll's serum. If I were to try running one using DF, I would probably use 150-point characters from Eric B Smith's Dungeon Fantasy on the Cheap.
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Old 12-06-2011, 12:28 PM   #5
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

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*nods* In my experience, most D&D and AD&D modules just aren't designed to handle a 250-point GURPS Dungeon Fantasy character build, much less an entire party of them...
Dpends on the party size. I think I had two players and an accompanying NPC for White Plume Mountain, but obviously my memory isn't the best for that stuff. D&D modules expect at least four players, even five, making them even better to run under DF, given the group sizes that adults with responsibilities can muster.
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Old 12-06-2011, 02:27 PM   #6
Peter V. Dell'Orto
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

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Dpends on the party size. I think I had two players and an accompanying NPC for White Plume Mountain, but obviously my memory isn't the best for that stuff. D&D modules expect at least four players, even five, making them even better to run under DF, given the group sizes that adults with responsibilities can muster.
And the level of the adventure. 250 point DFs can wax most humanoids in bunches with no problems, but critical hits, surprise, bad rolls, massed attacks, etc., can help a lot. And in higher level adventures, just remember that skill is also part of AD&D monster's stat (HD go up, and HP and to hit go up together) so scale that up too.
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Old 12-06-2011, 09:21 PM   #7
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

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Originally Posted by Ed the Coastie View Post
*nods* In my experience, most D&D and AD&D modules just aren't designed to handle a 250-point GURPS Dungeon Fantasy character build, much less an entire party of them...not without beefing them up to the point that they start looking like the guy in the League of Extraordinary Gentlemen movie who drank an entire flask of Jekyll's serum. If I were to try running one using DF, I would probably use 150-point characters from Eric B Smith's Dungeon Fantasy on the Cheap.
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Originally Posted by Rasputin View Post
Dpends on the party size. I think I had two players and an accompanying NPC for White Plume Mountain, but obviously my memory isn't the best for that stuff. D&D modules expect at least four players, even five, making them even better to run under DF, given the group sizes that adults with responsibilities can muster.
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Originally Posted by Toadkiller_Dog View Post
And the level of the adventure. 250 point DFs can wax most humanoids in bunches with no problems, but critical hits, surprise, bad rolls, massed attacks, etc., can help a lot. And in higher level adventures, just remember that skill is also part of AD&D monster's stat (HD go up, and HP and to hit go up together) so scale that up too.
As always, I must point out that the point value doesnt matter. Its only useful for defining the options that the charachters have available and the charachters relative to each other.

If you scale the challenges up to the point where Orcs are worthy for 250 point adventurers then they are functionally 'level one' (to use that arcane designation). Its not abut point values, its how capable they are in the world that determines their 'level'.

There really is no good reason that brand new 250 point DF guys couldnt have a great time in the Original Keep on the Borderlands and then progress on to much higher point values and plunge through Ravenloft or the Lost tomb of martek or even the G series.

I only say this because I spent alot of time trying to figure out what level one meant in gurps point values. I realized that it didnt matter. They are completely disjoint concepts that are only tied together by interpretation, not math. Again, if a single goblin is giving you fits, your level one. If your kicking flaming snot right out of a dragon, your probably level 10 (or so).

That said, I started my DF group on a slightly lower point budget but have torn well through a few of the 'pocket' modules that we could DL for free from WOTCs website. I chose to use the lower point values so that they could feel like options were opening up and becoming available to them. That they were getting stronger relative to certain creatures in the environment. That they were 'leveling up'. Its worth noting thought that DF already provides 'next level' sorts of options that will soak up points for a long long time.

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Old 12-06-2011, 11:53 PM   #8
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

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Originally Posted by Ed the Coastie View Post
*nods* In my experience, most D&D and AD&D modules just aren't designed to handle a 250-point GURPS Dungeon Fantasy character build, much less an entire party of them...not without beefing them up to the point that they start looking like the guy in the League of Extraordinary Gentlemen movie who drank an entire flask of Jekyll's serum. If I were to try running one using DF, I would probably use 150-point characters from Eric B Smith's Dungeon Fantasy on the Cheap.
Good point – and I'm definitely using the 150 point limit for Against the Cult of the Reptile God, but allowing the unrealistic DF options.
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