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Old 07-03-2013, 02:05 AM   #13
Jürgen Hubert
 
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Join Date: Sep 2004
Location: Oldenburg, Germany
Default Re: The Definite d20/D&D Conversion thread

Looks good so far... though I have some comments:

Quote:
Originally Posted by Laughing Man View Post
Dwarves (41 points)

Size Modifier: -1
Attribute Modifiers: HT +1 [10].
Secondary Characteristic Modifiers: Basic Move -1 [-5]
Advantages: Dark Vision [25]; Extended Lifespan 4 [4], Magic Resistance 1 [2], Resistant (Poison, +3 to HT) [5].
They still need an "Improved" Magic Resistance because otherwise they can't get Magical Aptitude - and starting in D&D 3E, at least, they can become wizards. Or perhaps they can buy Improved Magic Resistance as a "power-up"...

Quote:
Gnomes (15 points)
Size Modifier: -1
Attribute Modifiers: ST -1 [-10], HT +1 [10].
Secondary Characteristic Modifiers: Basic Move -1 [-5]
Advantages: Acute Hearing +2 [4], Extended Lifespan 3 [3], Night Vision 3 [3], Resistant (Illusions, +3) [5], Speak With Animals (burrowing creatures only -60%, 3 Uses/day -20%) [5].
I know I wrote them up this way originally, but maybe it would be a good idea to ditch the "3 Uses/day" limitation (increasing the cost of the advantage to 10 and the template to 20). D&D uses that as a balancing limitation, but in GURPS we don't have to do that.

Quote:
Halflings (24 points)

Size Modifier: -2
Attribute Modifiers: ST -1 [-10], DX +1 [20]
Secondary Characteristic Modifiers: Basic Move -1 [-5]
Advantages: Acute Hearing +2 [4], Luck (Defensive -20%) [12], Extended Lifespan 1 [1], Fearlessness +1 [2]
I'd add Silence 1 to this template to reflect the fact that they are supposed to be really stealthy.


Hmmm... maybe we can come up with "Power-Ups" in the way of Dungeon Fantasy for the races later, to reflect all those feats and other special abilities that the various races can get in the various rules incarnation. It would certainly help to make them more personalized...
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