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#11 |
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Join Date: Oct 2005
Location: Rimouski, Québec
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Suggestions of racial templates
Goblin (8 points) Attribute Modifiers: Secondary Characteristic Modifiers: HP +1 [2]. Advantages: Dark Vision [25]. Disadvantages: Appearance (Unattractive) [-4], Short Lifespane -1 [-10], Social Stigma (Second-Class Citizen) [-5] Racially Learned Skills: Features: SM-1 Typical Advantages: Typical Disadvantages: Typical Skills: Gnoll (-1 points) Attribute Modifiers: ST+1 [10], IQ-1 [-20] Secondary Characteristic Modifiers: HP +1 [2]. Advantages: Combat Reflexes [15], Dark Vision [25]. Disadvantages: Appearance (Ugly) [-8], Bad Temper 1 [-10], Bloodlust 1 [-10], Odious Racial Habit (Eats sentients) 3 [-15] Racially Learned Skills: Features: Typical Advantages: Typical Disadvantages: Typical Skills: |
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#12 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Heya Jürgen
I personally feel that the conversion is very good. I, however, don't really like that you have used [4th ed's] ritual magic for divine magic, specially when there is a better suited tool, ie Power Investiture. For the rest, once you have enough to satisfy you, I would really like to have a copy. If you could PDF-ize it it would be certainly perfect ;) |
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#13 |
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Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Jurgen:
Re: mages' spell slots: Why are the slots fixed? Why not have a "slot pool"? For instance, suppose a mage wants to cast ten spells at 1 character point each. That's 3cp per slot, plus 2cp per character point = 50cp. At that point, what does it matter if the character memorizes 10 1-cp spells or 5 2-cp spells or 3 2-cp and 4 1-cp spells? It uses up the same amount of modular space, right? And the mage can just keep adding slots and cp-spell-ranks as they go along. (No "Limited Uses" limitation, so we're only altering their spell list.) Would there be some way to limit the maximum rank in any spell? For instance, under the current system, each spell is learned individually. But under a modular system, you can have the mastery of a spell change from day to day, which takes out some of the believability of the system. :( |
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#14 | ||
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
Quote:
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#15 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Quote:
I would simply make a list on what spells are desirable for the clerics from the colleges their deity grants |
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#16 | |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
__________________
GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#17 | ||
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Quote:
Quote:
__________________
GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#18 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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OK, here is my orc template:
Orcs (19 points) Attribute Modifiers: ST +2 [20], IQ -1 [-20] Advantages: Dark Vision [25] Disadvantages: Light Sensitivity [-1] (Note: Orcs are effectively missing one level of Night Vision - in this case, the level appropriate for bright daylight or other strong illumination, and they suffer a -1 Visibility penalty on sigh-based rolls, including attack rolls. They do not suffer penalties for any illumination less than that, however.), Social Stigma (Second-Class Citizen) [-5] Typical Advantages: Typical Disadvantages: Typical Skills:
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#19 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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What I still can't wrap my mind around is how to model artificers...
Does anyone have a suggestion?
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#20 |
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Join Date: Aug 2004
Location: Jacksonville, AR
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Artificers could use afflictions to give abilities to items.
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Travis Foster |
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