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Old 07-05-2013, 01:50 PM   #141
Pragmatic
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Default Re: The Definite d20/D&D Conversion thread

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Originally Posted by sir_pudding View Post
Sorcerers could use the regular GURPS Magic system but based on Will rather than IQ.

Wizards can use Hyperdivided Magery and Super-Memorization (with Limited Use).
What did Pathfinder (d20, modified D&D3.5) and D&D4E do with sorcerors? Maybe we should look at other flavors...?

I am pretty sure that Pathfinder pushed the "bloodline" fluff text about sorcerors, for instance.

Edit: Okay, Pathfinder was mentioned. So how does D&D4E treat sorcerors?
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Last edited by Pragmatic; 07-05-2013 at 01:54 PM.
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Old 07-05-2013, 01:57 PM   #142
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Default Re: The Definite d20/D&D Conversion thread

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What did Pathfinder (d20, modified D&D3.5) and D&D4E do with sorcerors?
4th edition D&D is essentially a different game; I think they made sorcerers into a ranged striker type (mechanically speaking, any imitation of 4e will use spells as powers). Pathfinder sorcerers appear to be 3.5 sorcerers with a bloodline theme that adds specific powers and bonuses.
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Old 07-05-2013, 03:57 PM   #143
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Default Re: The Definite d20/D&D Conversion thread

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What did Pathfinder (d20, modified D&D3.5) and D&D4E do with sorcerors? Maybe we should look at other flavors...?

I am pretty sure that Pathfinder pushed the "bloodline" fluff text about sorcerors, for instance.

Edit: Okay, Pathfinder was mentioned. So how does D&D4E treat sorcerors?
Nevermind 4e, just look at Pathfinder, they have delicious flavor for Sorcerers. See here.

Actually at the moment I am working on converting the best of those bloodlines, they are REALLY cool.
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Old 07-05-2013, 06:14 PM   #144
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Default Re: The Definite d20/D&D Conversion thread

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4th edition D&D is essentially a different game; I think they made sorcerers into a ranged striker type (mechanically speaking, any imitation of 4e will use spells as powers). Pathfinder sorcerers appear to be 3.5 sorcerers with a bloodline theme that adds specific powers and bonuses.
4e sorcerers have the themes as well. Frankly, every 4e class has the same sort of themes built in. For sorcerer, you're looking at themes like Elementalist (which is specializing in ONE element and dabbling in two related, locked out of the opposing element), Storm (thunderbolt and lightning, very very frightning, plus flight effects), Dragon (dragon sorcerer HO), chaos (lots of mechanics based on whether you rolled even or odd), and whatever the astrological one is, I forget the name.

Definitely concur, 4e sorcerers should be spells as powers. I wouldn't make martial classes entirely powers based, but the casters? definitey.
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Old 07-05-2013, 06:27 PM   #145
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Default Re: The Definite d20/D&D Conversion thread

Thinking about martial classes, the 4e class builds make for a good martial art style along with an associated set of "power ups", in the DF mold. Based around a few core perks required to buy the style, and then go to town.

Rogues are probably mostly built as Swashbucklers.
The rattling Rogue relies on Intimidate-based feints, flat out Intimidate and Dirty Tricks, and strikes to the solar plexus and face for stunning.

The tumbling Rogue lives for acrobatic defensive feints, and heavily leverages acrobatic movement Move and Attack and a mobile skirmishing style to get into a Side or Rear square.

Fighters work quite easily off the Knight, with a few tricks like Sweep added in. Weapon specialization and style already maps to GURPS existing skills and styles and techniques and things very well.

Barbarians are Primal empowered instead of martial in 4e, which means they're dipping the same power source (but not the same powers) as druids and wardens (a tank grunt druid, basically). They're a very simple Style if any, and then some Primal Powers.
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Old 07-05-2013, 07:22 PM   #146
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Default Re: The Definite d20/D&D Conversion thread

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Beast Soother would require the "Shortcut to Power (Beast Soother") perk, however
Why? I was always under the impression you could just throw whatever spells you wanted on a racial template and ignore the prerequisites. That was what I got out of reading that section in the race design part of the Basic Set at least.
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Old 07-05-2013, 07:45 PM   #147
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Default Re: The Definite d20/D&D Conversion thread

Here's a question... What would you do about planes of existence? Should there be a Survival skill for each plane to survive? Or would you use Hidden Lore? Or what? I just thought of that...
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Old 07-05-2013, 09:02 PM   #148
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Here's a question... What would you do about planes of existence? Should there be a Survival skill for each plane to survive? Or would you use Hidden Lore? Or what? I just thought of that...
In many cases it would be an area knowledge, but presumably knowing the types of demons and things is occultism.

On the topic of sorcerers, I would just ignore them. Their existence isn't really all that essential to any D&D setting.

Last edited by Anthony; 07-05-2013 at 09:42 PM.
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Old 07-05-2013, 10:09 PM   #149
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Default Re: The Definite d20/D&D Conversion thread

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Here's a question... What would you do about planes of existence? Should there be a Survival skill for each plane to survive? Or would you use Hidden Lore? Or what? I just thought of that...
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In many cases it would be an area knowledge, but presumably knowing the types of demons and things is occultism.

On the topic of sorcerers, I would just ignore them. Their existence isn't really all that essential to any D&D setting.
Because of the rather defined nature of most planes I would require separate survival skills and area knowledge. I would however allow very generous defaults -3 or -4 for most of the hell and weird dimensions (Baatar, Astral, etc.), -1 or -2 for planes that are really similar to the Prime Material (Happy Hunting Grounds, Elysium, etc.)
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Old 07-05-2013, 10:26 PM   #150
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Default Re: The Definite d20/D&D Conversion thread

We all know about this site, right? http://www.tabcreations.com/rpwiki/i...Monster_Manual I'm too lazy to convert, but it seems like good material.

And http://www.tesarta.com/FFP/bestiary.pdf would be another good candidate. It was made for this place.
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