|
|
|
|
|
#1 | |
|
Join Date: Dec 2007
Location: Brooklyn, NY
|
Quote:
__________________
-JC |
|
|
|
|
|
|
#2 |
|
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
|
|
|
|
|
|
#3 |
|
Join Date: Jan 2010
|
I was accidentally thinking that modifiers are always negative as thus "making a DC a modifier" automatically involves making it negative but I think the intent is easily decipherable anyway. You are correct that there ought to be a negative sign. I prefer "-(DC-10)/2" or "the negative of (DC-10)/2" personally. The mental math just feels easier.
|
|
|
|
|
|
#4 | |
|
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Quote:
|
|
|
|
|
|
|
#5 |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
Actually, the equivalent of an unmodified skill roll in GURPS is about a DC 15 task in d20 (something done half the time by a trained person), so it's more like (15-DC)/2, or +5 for a DC 5 task. Maybe even worse -- a task an untrained average person in GURPS can accomplish half the time is a +5 modifier, a task an untrained average person in D20 can accomplish half the time is a DC 11.
|
|
|
|
|
|
#6 |
|
Join Date: Jan 2005
Location: Minneapolis, MN, USA
|
That's the formula I use when converting D&D DCs, especially traps. Divide by 4 instead of 2 for DCs that will involve an active defense in GURPS, which almost always means Dodge.
|
|
|
|
|
|
#7 |
|
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
|
It's been recommended that DCs when converted to GURPS be kept to realistic items.
So, for instance, a lock shouldn't be arbitrarily DC 30. It's got to have a game world reason. You don't just increase the DCs for more powerful PCs, you have to have a reason. In general, the situation should get modifiers (e.g., the guards are particularly alert), rather than a master adamantine clockwork lock.
__________________
I'm a collector, not a gamer. =) |
|
|
|
![]() |
| Tags |
| conversion, failure, modifier, success |
| Thread Tools | |
| Display Modes | |
|
|