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#21 | ||
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Join Date: Oct 2008
Location: Shangri-La
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Quote:
Or are you thinking about applying the limitation, "Costs Fatigue, 1 FP" to all powers, without the -5% price break? I don't know ... I tend to err on the side of wanting lower-cost abilities, so the characters can afford to do more Cool Stuff(tm), but I guess -5% isn't apt to make a huge difference in the long run, and does make for some messy math. Personally, I'm generally still inclined to include all relevant modifiers in anything I post to the forum. Quote:
Here's a great resource, which I think someone has already linked from: http://diablo2.diablowiki.net/Main_Page I haven't spent a lot of time there, but it looks like they have listings of all the classes and abilities, down to the stats for raised skeletons. Most of their stats will probably be pretty meaningless to a conversion, because of the steep growth curve for both player damage-dealing capacity and monster hit points, but at least you can get a comprehensive list of everything each class was capable of. I'd say the most relevant question to a GURPS conversion is, what will be fun to play in GURPS? I agree some abilities should have FP costs, but there are already a lot of FP expenditures in GURPS combat (attacks that drain FP, all the cool Extra Effort feats, the 10-turn 1+Encumbrance cost, etc), and constantly chipping away at the PCs' fatigue gets annoying after a while. Some abilities should probably have other cost mechanisms, like Bone Shield using Regeneration (no cost the character, but happens gradually), or Raise Skeleton a limited number of times per day. Re: Weapon Master, do you mean the Weapon Master advantage? Or is it something in Diablo? Also, if you don't have it, I definitely recommend Dungeon Fantasy 11: Power-Ups, which might save you a bit of work, as well as give you some ideas on how to build cool, functional power-ups. |
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| dungeon fantasy |
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