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Old 07-31-2012, 09:33 PM   #61
dripton
 
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Default Re: GURPS Orcslayer - Entry level GURPS

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Originally Posted by Mulsiphix View Post
Out of curiosity, did anybody ever convert Orcslayer to 4E? Even if not pretty or just some scribbled notes in a word document, I'd love to see the results.
There was an *excellent* (while it lasted) PvP 4E Orcslayer game on rpol.net a couple of years ago, with great maps and hidden movement. But the GM heavily modified things to fit using PCs on both sides -- instead of a few 100-point PCs versus a dozen 30-point orc mooks, I think the first fight was 6 125-point humans versus 6 100-point orcs. (And almost everyone died on both sides.)

I think you can just play it straight without a lot of conversion. Axes are better in 4E than in Man to Man, so all those axe-wielding orcs get better. But it's not like the original adventure was perfectly balanced for any particular group of PCs. If you have tactically astute players with combat monster characters, you'll need more or better orcs than if you have clueless players with well-rounded characters.
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Old 08-01-2012, 02:02 AM   #62
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Default Re: GURPS Orcslayer - Entry level GURPS

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Originally Posted by hal View Post
I'd have to echo that sentiment myself. In fact? I'd suggest that if one were to try and add detail to Yrth for Caithness, Harkwood would be my first choice.
Harkwood is the GURPS entry level adventure! I've ran it several times. Flight 13 as well. Both great GURPS adventures.
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Old 08-01-2012, 02:07 AM   #63
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Default Re: GURPS Orcslayer - Entry level GURPS

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Originally Posted by Mulsiphix View Post
Out of curiosity, did anybody ever convert Orcslayer to 4E? Even if not pretty or just some scribbled notes in a word document, I'd love to see the results.
Here's a few conversions I've cooked up for myself, in my own GM sheet shorthand.

Orc Marauder
BS: 5.5 Move: 5 ST 12 DX 11 IQ 9 HT 11 Dodge: 8 Parry: 9
HP 12 BL: 29 lbs Will 9 Per 10 FP 11 DR: 2 (1 vs. imp) Medium Leather Tunic and Hood
Throwing Axe—13: 1d+4 cut Acc 2 Range 12/18 Light Club—13: 1d+3 cr
Large Knife—12: 1d cut; 1d-1 imp Brawling—12: 1d-2 cr Wrestling—11
Night Vision 7; Resistant to Metabolic Hazards +3; Bully; Climbing—12, Hiking—12, Stealth—12.

Bugbear Bushwhacker (Hobgoblins in the original)
BS: 5.5 Move: 5 ST 13 DX 12 IQ 8 HT 10 Dodge: 8 Parry: 9
HP 13 BL: 34 lbs Will 8 Per 10 (Smell 13) FP 10 DR: 2 Fur
Knobbed Club—13: 2d cr Bite—14: 1d cut Claw—14: 1d+1 cr Wrestling—13: ST 14
Dark Vision; Climbing—13, Stealth—13. Leader: Rusty Broadsword—13: 2d cut; 1d+2 imp

Forest Elf Guardian
BS: 5.75 Move: 6 ST 10 DX 13 IQ 10 HT 10 Dodge: 9 Parry: 10
HP 8 BL: 20 lbs Will 10 Per 12 FP 10 DR: 0 (1 vs. cut) Light Leather Tunic
Bow—15: 1d-1 imp (10 sec/ HT-3 vs. Sleep) Acc 2 Range 150/200 Shortsword—13: 1d cut; 1d-1 imp
Combat Reflexes; Night Vision 5; Fast-Draw (Arrow)—14, Stealth—14, Tracking—13.

Lizard Man Savage
BS: 5.75 Move: 6 ST 13 DX 11 IQ 9 HT 12 Dodge: 8 (11 with shield) Parry: 10 (13) Block: 13
HP 13 BL: 34 lbs Will 9 Per 9 FP 12 DR: 2 Scaly Hide and Nictitating Membrane
Spear—14 (12 with shield): 1d+3 imp (1d+2 1-Handed) Acc 2 Range 13/20 Round Mace—14: 2d+1 cr
Large Shield, Light—14: 1d cr DB: 3 DR: 2 Cover DR: 6 HP 18 10 lbs. -2 to attack rolls
Bite or Claw—14: 1d cut Tail Strike—12: 1d+2 cr
Born Biter; Peripheral Vision; Temperature Tolerance 3 (Heat); Terrain Adaption (Sand).

Orc Soldier
BS: 5.5 Move: 3 ST 12 DX 11 IQ 9 HT 11 Dodge: 6 (8 with shield) Parry: 10 (12) Block: 11
HP 12 BL: 29 lbs Will 9 Per 10 FP 11 DR: 4 Medium Scale Armor (-1 vs. cr) and Pot Helm
Spiked Axe or Large Falchion—14: 1d+4 cut; 1d imp Javelin—12: 1d imp Acc 3 Range 18/30
Medium Shield, Heavy—12: 1d-1 cr DB: 2 DR: 4 Cover DR: 9 HP 20 14 lbs.
Large Knife—12: 1d cut; 1d-1 imp Brawling—12: 1d-2 cr Wrestling—11
Night Vision 7; Resistant to Metabolic Hazards +3; Bully; Hiking—12, Soldier –10.

Dwarf Sergeant
BS: 6.25 Move: 4 ST 15 DX 12 IQ 10 HT 13 Dodge: 8 (10 with shield) Block: 12
HP 15 BL: 58 lbs Will 12 Per 10 FP 16 DR: 6 Medium Plate Armor; 4 Hands & Feet +1 Tough Skin
Morningstar—14: 3d cr -2 to block, -4 to parry Wrestling—13: ST 18*
Medium Shield, Heavy—14: 1d+1 cr DB: 2 DR: 4 Cover DR: 9 HP 20 14 lbs.
*Lifting ST +2; Night Vision 5; Resistant to Poison +3; TL 4; Intimidation—14, Tactics—11.

Last edited by Lancewholelot; 08-01-2012 at 02:10 AM. Reason: clarity
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Old 08-01-2012, 03:04 AM   #64
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Default Re: GURPS Orcslayer - Entry level GURPS

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Originally Posted by dripton View Post
There was an *excellent* (while it lasted) PvP 4E Orcslayer game on rpol.net a couple of years ago, with great maps and hidden movement. But the GM heavily modified things to fit using PCs on both sides -- instead of a few 100-point PCs versus a dozen 30-point orc mooks, I think the first fight was 6 125-point humans versus 6 100-point orcs. (And almost everyone died on both sides.)
I did some digging on RPOL and came up with nothing. A little googling turned up a single user who ran an Orcslayer game for 4E. Both he (Ceredyn) and several other folks made reference to it in OCC threads and in the general lounge areas. I sent him an rMail and have my fingers crossed.

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Originally Posted by Lancewholelot View Post
Here's a few conversions I've cooked up for myself, in my own GM sheet shorthand...
Yes! Thank you sooooo much. I might just whip this out this weekend with my wife. I appreciate you taking the time to write it all out. This will see personal use! ^_^
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Old 08-01-2012, 07:01 PM   #65
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Default Re: GURPS Orcslayer - Entry level GURPS

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Originally Posted by Mulsiphix View Post
I might just whip this out this weekend with my wife. I appreciate you taking the time to write it all out. This will see personal use! ^_^
Hey Mulsiphix,

Also, I wonder if you checked DF 15: Henchmen. I find that this sourcebook offers some useful pieces of crunch and advice for one-on-one gaming, that is to say, campaigns with one player.
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Old 08-02-2012, 02:29 AM   #66
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Default Re: GURPS Orcslayer - Entry level GURPS

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Originally Posted by demonsbane View Post
Also, I wonder if you checked DF 15: Henchmen. I find that this sourcebook offers some useful pieces of crunch and advice for one-on-one gaming, that is to say, campaigns with one player.
I wasn't aware they had released a #15 yet. That sounds perfect! I'm definitely making the purchase. Thank You for the heads up!
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Old 08-02-2012, 02:50 AM   #67
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Default Re: GURPS Orcslayer - Entry level GURPS

It would probably take some tweaking for this to be usable with dungeon fantasy, simply because of power levels. For example, the first encounter involves orcs pushing their way up a staircase which they can only get up one at a time. A DF knight or similar character can literally kill hundreds of mediocre skill orcs with that kind of advantage.
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Old 08-02-2012, 03:04 AM   #68
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Default Re: GURPS Orcslayer - Entry level GURPS

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Originally Posted by Mulsiphix View Post
I wasn't aware they had released a #15 yet. That sounds perfect! I'm definitely making the purchase. Thank You for the heads up!
You are welcome!

If you are going to pick it up, about one-on-one gaming look for these sections in chapter two: The Use and Abuse of Henchmen > As Allies > Pros and Cons of Allies,

Quote:
Originally Posted by Dungeon Fantasy 15: Henchmen, p. 27
(. . .) In a campaign with one player, this goes beyond “nice” to“necessary”
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