Quote:
Originally Posted by mark hill
Id suggest trying thier ST, DX and IQ as is .. with IQ maybe compare average mammal/reptile/bug IQ in TFT
for each extra hex in size (over 1 hex), add +5 ST compared to GURPS
for MA, find something similar in TFT and use that MA
for armour, maybe 1 or 2 hits for fur, and maybe size in hexes (x2) for heavily armoured animals (like turtles, rhino, dinosaurs etc)
for damage, Id look at the BH table for PCS, and add maybe their size in hexes as a bonus to damage
animals with horns, or other natural weapons, or multi-hex carnivores, add one extra die damage
round up adds of +4 to a whole die instead
and that will probably be close enuf for TFT purposes :)
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What I've been doing is averaging their HT and ST (HT+ST/2, round fractions up) and taking their DX and IQ as is. That seems to work pretty well for both animals and people. Armor is fairly straightforward, I think, but natural weapons are a bit tougher -- so I generally look for some analogous beastie and try to figure out what seems fair given their relative strengths, sizes, etc.
Spell and Talent choice is a little trickier for the peeps among 'em, but if you actively apply KISS, you can figure out a "close enough" version fairly quickly. Advantages and Disadvantages I treat more as role-playing guidance than as anything germane to the stats system.
Oh, and MA is simply whatever it ought to be for TFT -- since TFT has "standard" MAs instead of calculating them based on attributes, that's usually pretty easy to pick too.
But all that is just me... ;-)