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#41 |
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Join Date: Jun 2006
Location: UK
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Why is the Kalashtar dream immunity a "feature"? Surely it should at least be a perk, if nothing else.
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"It would be nice." Mahatma Gandhi giving his opinion on Western civilisation. Orion, Freelancer, Skulls. |
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#42 |
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Banned
Join Date: Feb 2005
Location: Candyland
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God could anyone compile this into a concise set of rules. I've always wanted to play Eberron, but on the flip side I've never wanted to play d20. GURPS conversion would be the bomb.
Hint..hint...Jurgen. |
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#43 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
I've hacked everything together into a short PDF file. The time I was able to spend on proofreading was limited, however - so you should proofread it as well...
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#44 | |
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Banned
Join Date: Feb 2005
Location: Candyland
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Now I have no excuse to buy Eberron. Damn you Jurgen *shakes fist* damn you all to hell! *sobs* |
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#45 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#46 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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No comments from the proofreaders?
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#47 |
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Join Date: Dec 2005
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Nice write up Jürgen! The only thing that jumped out at me after a quick read through is that there is a much more elegant way to write up the Medusa's stone gaze. Basically, in Powers, it suggests that any effect that simply removes a character from play should be a +300% to an affliction. The logic here is that dead vs. paralyzed forever vs. turned to stone is basically a matter of semantics. Either way, it takes powerful magic, super science, or other extreme measures to bring you back.
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#48 |
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Join Date: Sep 2006
Location: Kentucky
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This is great! Your conversion was actually one of the original things that got me to make an account here, but I never really thought to comment on it. I love the eberron setting, don't particularly like D&D (especially when I'm the DM. All of the players I know are expert twinkers). I actually sold all of my D&D books some time ago except for the eberron ones, in hopes of running a GURPS version. It's a shame no one's made an artificer template, though. I suppose the best way to do it would be some sort of Powers approach. Hm...
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#49 | |
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Banned
Join Date: Aug 2004
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Quote:
EDIT: "Not Fire or Acid" looks like a common or very common Bane, so Regrowth (Bane: Fire and Acid -50%) [20]. This would save a total of 40 points. Last edited by NineDaysDead; 04-13-2007 at 02:52 PM. |
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#50 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Thread necromancy!
I've been reading through my old Eberron books recently, and now that I've got some more GURPS 4E experience under my hood (both as GM and as player) I think I'd do some things differently. Let me start with Enchanting - which, after all, is a huge part of the flavor of the world. First of all, Quick and Dirty enchantments do not exist on Eberron (in order to avoid some weird economics and "cheap tricks" from the other new rules edition). However, Slow and Sure enchantment allows you to put 10 energy points into an item per day and enchanter. Should the enchantment cost less than the available energy points per day, the time to create the enchantment is reduced proportionally. For example, if five enchanters (with a total of 50 energy points per day) wish to enchant a one point powerstone (with an energy cost of 20), then the total time is (8 hours)x(20/50) = 3.2 hours (or 3 hours and 12 minutes). Furthermore, creating magic items requires consumable "enchanting supplies" for a flat cost of $25 per energy point. So, what do magic items generally cost? Well, Eberron is a TL3+2 world, so base daily wage for an enchanter is $50, or $5 per energy point - so the total "base cost" of enchantments is $30 per energy point. However, there is always a chance of failure as well as a merchant markups. Thanks to House Cannith, magic items are generally sold at a flat rate of $33 per energy point (as it can be assumed that they can get enchanting supplies cheaper due to bulk rates and also profit from custom "enchanting lines" like their creation forges, which makes production cheaper still). A new spell of the Enchantment college also helps with speedy enchantment: Transfer Essence (VH) You can transfer the energy embedded in a single existing enchantment to a new enchantment as part of the enchantment process. You must know the enchantment whose energy you transfer. If you fail the skill roll, the energy is lost and the original magic item loses its enchantment. Example: You know the Accuracy enchantment and have acquired a magic sword with Accuracy +1 (enchanted with 250 energy points). You wish to enchant a staff of Fireball (which requires 800 energy points to enchant). With Transfer Essence you can transfer those 250 energy points to the new enchantment, reducing the remaining energy cost to 550. Duration: Permanent Time to Cast: Transfer Essence replaces one day of the enchantment process and takes 8 hours to cast. Prerequisite: Enchant A new perk is available: Master Enchanter: Your Magery (Enchantment College) counts as full Magery for the purpose of learning and using spells from other colleges - but only for enchantment purposes. Enchanters can also buy Modular Ability (Super-Memorization) with the Limitations (Spells for Enchanting Purposes Only, -50%) and Preparation Required (10 minutes, -30%), for a total of -80%. Basically, by reading up on the spells in spellbooks, enchanters can create enchantments for those spells even if they cannot cast them. However, they still need to learn any prerequisites for those spells, either with further slots their Modular Ability or the hard way. At the GM's option, those with Quick Gadgeteer (Magical) can buy off the Preparation Required limitation, or even change the Modular Ability to Cosmic. Finally, there is a new variant to Gadgeteer: Gadgeteer (Magical) Magical gadgeteers can invent and create new enchantments that don't fit into the normal systems for enchantments, such as artifacts, eldritch machines, and creation forges and other industrial enchantment lines (though in the latter cases they had better be a member of House Cannith or they will get a visit from them once they find out). Furthermore, they can "cannibalize" existing magic items and use them as "enchanting supplies". Quick Gadgeteers can use Transfer Essence to drastically reduce enchantment times as described under Quick Gadgeteering, though they still need to get their energy from somewhere. Furthermore, they can purchase Gizmos, representing magic items they created in their downtime (though they still need to get the energy and enchanting supplies from somewhere, paying for them at the normal rates if necessary). Now I need to figure out what Simple, Average, Complex, and Amazing represents in terms of energy points in enchanting... any suggestions?
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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