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#1 | |||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Not really. While you can't put a DnD level to GURPS points, the templates as listed are probably between 5th and 7th level. When I GMed D&D I rarely started characters below 4 levels and I only remember two GMs who started at level one in nearly 25 years of gaming. That said the "leveling up" dynamic for GURPS is so radically different from D&D that players might actually become frustrated if you start them off at "low level" and use the guidelines for normal advancement (GURPS Dungeon Fantasy 3: The Next Level, p. 42). No, but they really aren't that much fun either. It's incredibly annoying to play a 1d4 HP mage and die requring you to create a new character. That said, check out GURPS Dungeon Fantasy 15: Henchmen for lower value characters. Quote:
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I have a ton of worked up critters on my blog which might prove helpful.
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#2 |
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Join Date: Jun 2013
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Thank you for the quick a useful answers.
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#3 | |
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Join Date: Jul 2007
Location: One Mile Up
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ETA: Obligatory link to Mailanka's excellent Homebrew Monster thread. Last edited by Gold & Appel Inc; 01-27-2015 at 07:21 PM. |
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#4 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#5 |
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Join Date: Dec 2005
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I was working on a GURPS Lite supplement a couple years ago that was a stripped down action fantasy.
Really, you can do it pretty well with just GURPS Lite and the magic rules from the Basic Set. The trick is avoiding advantage and skill bloat. Characters should look like this: Fighter 150 points ST 15 [50]; DX 13 [60]; IQ 10 [0]; HT 13 [30]. Advantages: Combat Reflexes [15]; Comfortable Wealth [10]. Disadvantages: Code of Honor (Soldier's) [-10]; Enemy (Orc Champion) [-10]; Over Confidence [-10]. Skills Axe / Mace 12 [1]; Brawling 14 [2]; Climbing 12 [1]; Broad Sword 14 [4]; Riding 13 [2]; Shield 14 [2]; Spear 12 [1]; Spear Throwing 13 [1]; Swimming 13 [1].
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#6 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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You can easily simplify from the DF baseline by making a few alterations to the templates too. Forbid options other than the Knight, Swashbuckler, Wizard, and Cleric for pure oldschoolness and make True Faith w/ Turning mandatory on the Cleric template instead of the usual chunk of character points to choose from various Holy abilities. Or go with the Henchmen that turn into those classes (Squire, Skirmisher, Initiate, and the like).
If you want the oldschool races, the list is pretty simple: One of the lists chosen from
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