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Old 04-27-2015, 01:08 AM   #41
Jürgen Hubert
 
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Default Re: The D&D Monster Conversion Thread

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Originally Posted by abe ray View Post
Just a thought, a dnd kolbold is different from a gurpsian one,correct?
The GURPSian one may be inspired by the earlier versions of the D&D kobold, which was a small, dim humanoid.

D&D 3E and later changed them to small reptilian critters very distantly related to dragons, which made them more interesting IMO. Frankly, there are already so many humanoids in D&D that it becomes hard to tell them apart.
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Old 04-27-2015, 01:22 AM   #42
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Default Re: The D&D Monster Conversion Thread

Did the same thing happen with "Troglodyte," which means chimp or early man?
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Old 04-27-2015, 01:24 AM   #43
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Default Re: The D&D Monster Conversion Thread

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Originally Posted by Jürgen Hubert View Post
The GURPSian one may be inspired by the earlier versions of the D&D kobold, which was a small, dim humanoid.

D&D 3E and later changed them to small reptilian critters very distantly related to dragons, which made them more interesting IMO. Frankly, there are already so many humanoids in D&D that it becomes hard to tell them apart.
I like the Munchkin Kobolds better, so cute and silly and at the same time, that wide maw gives the feeling of a genuine hardcore predator.

They remind me of the Cheshire Cat from Tim Burton's Alice in Wonderland, which I think is really great.

Last edited by Sassy Psionic Space Squid; 04-27-2015 at 01:41 AM.
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Old 04-27-2015, 01:52 AM   #44
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Default Re: The D&D Monster Conversion Thread

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Originally Posted by Jürgen Hubert View Post
D&D 3E and later changed them to small reptilian critters very distantly related to dragons, which made them more interesting IMO. Frankly, there are already so many humanoids in D&D that it becomes hard to tell them apart.
I'd implement 3e kobolds as a racial package as something like:
Kobold (-5 points)
Attribute Modifiers: ST -3 [-30], DX +1 [20]
Secondary Characteristic Modifiers: SM -2 [0]
Advantages: DR 1, Flexible (Scales) [4], Infravision [10], Kobold Trickery 2 [10], Sharp Teeth [1]
Disadvantages: Cowardice (12) [-10], Social Stigma (Savage) [-10]
*Kobold Trickery adds to Lockpicking, Mining, Scrounging, Sleight of Hand, and Traps, as well as Alchemy rolls to create harmful or destructive materials.
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Old 04-27-2015, 06:08 AM   #45
Jürgen Hubert
 
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Default Re: The D&D Monster Conversion Thread

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Originally Posted by Anthony View Post
I'd implement 3e kobolds as a racial package as something like:
Kobold (-5 points)
Attribute Modifiers: ST -3 [-30], DX +1 [20]
Secondary Characteristic Modifiers: SM -2 [0]
Advantages: DR 1, Flexible (Scales) [4], Infravision [10], Kobold Trickery 2 [10], Sharp Teeth [1]
Disadvantages: Cowardice (12) [-10], Social Stigma (Savage) [-10]
*Kobold Trickery adds to Lockpicking, Mining, Scrounging, Sleight of Hand, and Traps, as well as Alchemy rolls to create harmful or destructive materials.
Here is the version already up on the wiki:

22 points.

Attribute Modifiers: ST -3 [-30]; DX +1 [20].
Advantages: Damage Resistance 1 (Tough Skin, -40%) [3], Dark Vision [25], Kobold Talent 1 (Camouflage, Engineer (Mining), Observation, Stealth, Traps) [5].
Quirks: Light Sensitivity (-1 to Per- and DX-based rolls in bright sunlight) [-1].
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Old 04-27-2015, 07:48 AM   #46
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Default Re: The D&D Monster Conversion Thread

I couldn't leave this one undone:

Flumph
ST: 10 HP: 10 Speed: 5.75
DX: 13 Will: 12 Move: 0 (See notes)
IQ: 10 Per: 12
HT: 10 FP: 10 SM: -3
Dodge: 8 Parry: N/A DR: 3*

Spikes (14): 1d-1 impaling plus follow-up 1d-2 corrosive. The corrosive damage keeps happening for the next 1d seconds, or until someone makes a First Aid roll to flush the wound. Reach C.
Spray (14): The flumph shoots a foul-smelling jet 1 yard wide and 5 yards long. Anyone it hits with its jet must resist HT or be nauseated for a number of seconds equal to margin of failure. The smell lingers for 1d hours. Anyone coming within 30 yards of it must resist HT+2 or be nauseated for a number of seconds equal to margin of failure.

Traits: 360° Vision (Easy to Hit); Acute Hearing 1; Acute Vision 1; Congenial; Flight (Air Move 3); Infravision; Mute; No Legs; No Manipulators; Pacifism (Cannot Harm Innocents).
Skills: Brawling-14; Gesture-12; Observation-12; Stealth-14.
Class: Mundane.
Combat Effectiveness Rating: 21 (OR 17 and PR 4).
Notes: Flipping a flumph on its back keeps it from moving. Truly lame.
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Last edited by Rasputin; 04-27-2015 at 02:57 PM. Reason: Better traits.
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Old 04-27-2015, 09:36 AM   #47
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Default Re: The D&D Monster Conversion Thread

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Originally Posted by Andreas View Post
I tried out converting a creature and uploaded it to the google drive folder.

Wraith
Spoiler:  

This is the first D&D creature I have converted so feel free to point out any mistakes I might have made or anything you would have done differently.
Crushing damage instead of Toxic? Seems an odd choice, what is your thinking there? I cant think of a reason, off hand, that a wraiths touch should be able to break down a door, just as an example.

Might as well throw Dominance in the list of Traits, thats what creates the Spawn in GURPS.
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Old 04-27-2015, 12:07 PM   #48
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Default Re: The D&D Monster Conversion Thread

How do you feel about us submitting our own monster? Is there a page for that?

For that matter, do you want to keep this strictly D&D conversion? How would you feel about me putting my guidelines for using RPM with DF on the magic section of the D&D pages?
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Old 04-27-2015, 12:14 PM   #49
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Default Re: The D&D Monster Conversion Thread

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Originally Posted by chandley View Post
Crushing damage instead of Toxic? Seems an odd choice, what is your thinking there? I cant think of a reason, off hand, that a wraiths touch should be able to break down a door, just as an example.

Might as well throw Dominance in the list of Traits, thats what creates the Spawn in GURPS.
I did consider both these things. Similar creatures such as shadows and spectres don't deal such damage and unlike their abilities the attacks of wraiths are not negative energy effects. While as far as I can tell, the rules for damaging objects don't mention such damage, it would affect non-living creatures such as undead and constructs. It is however true that it would probably fit them better thematically if their attacks only affected living creatures. Perhaps the wraith attacks working that way might even be a mistake?

Dominance works very differently than their spawn ability so I just gave them that ability without including the spawn trait (I noticed that many of the other converted monsters had such custom abilities without an official GURPS advantage). Perhaps there are some modifiers that would make the Dominance advantage close to the wraith's create spawn ability?

Last edited by Andreas; 04-27-2015 at 12:21 PM.
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Old 04-27-2015, 12:40 PM   #50
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Default Re: The D&D Monster Conversion Thread

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Originally Posted by Angle View Post
How do you feel about us submitting our own monster? Is there a page for that?
http://gurpswiki.wikidot.com/monsters

I think this is the page for any monster submission. :-) I imagine it's welcome. The repository was created so fans can share all their GURPS things. (All the things) (now with 100% more Memes!!)

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Originally Posted by Angle View Post
For that matter, do you want to keep this strictly D&D conversion?
You can note that it's designed to be used with DF, but of course, people can re-skin any monster to any setting... The specific page listed with a link is for D&D conversions, so originals I think belong on the page linked above.

Quote:
Originally Posted by Angle View Post
How would you feel about me putting my guidelines for using RPM with DF on the magic section of the D&D pages?
Personally, I would feel fantastic. :-) I think it would be awesome, and I feel like the repository is a good place for it.
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