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#3 |
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Join Date: Dec 2004
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There's a couple of key elements in conversion - in some cases rules changes modified skills, advantages, etc. In others, they changed the best way to create a specific character concept. I'm assuming you're already using the old conversion guide. For converting GURPS Warriors, I would make the following suggestions:
1. Point totals in 4e are 1.5* higher, so take the template's cost and multiply by 1.5. I would round up to the nearest multiple of 5. E.g., the Light Foot Soldier is 60 points in 3e so shoot for 90 in 4e. 2. In 3e, it made sense to buy a high DX even if you had just one DX based skill you wanted at a high level. This is not the case for 4e so for templates where there's just one or two important DX based skills consider lowering DX and upping points in skills. Archer and Sharpshooter are prime examples of this. If the template has a wide range of DX based skills or high DX seems important to the concept then keep DX as is. 3. IQ isn't as clear a case - it is more expensive in 4e but so is buying up IQ based skills. Consider looking at whether Per or Talents might be more efficient for the template. 4. Just a personal preference - I'd make sure all templates have a HT of 11. 5. Characteristics are more distinct in 4e than 3e. I'd probably raise Speed for most of these templates to 6.0. Higher Per is also worth looking at for some templates. 6. Consider adding Talents to Advantages. In some cases making one or two levels mandatory might make sense. E.g., the Aviator might be better off with Hot Pilot 2 and DX & IQ dropped to 11. You mentioned you have the Power Ups: Talents supplement - that should be very handy for some of these templates. 7. Likewise, consider adding Advantages where appropriate, e.g., the Gladiator & Swordsman might benefit from Weaponmaster. You can guess what Advantage to add to the Gunslinger. 8. Disadvantages listed are usually only -20 or -25. Consider adding another -5 or -10 if you can't quite make a template fit. 9. Shoot for the same net skill levels for primary skills, regardless of changes to DX and IQ. E.g., I'd drop the Sharpshooter to a DX of 12 but keep the Guns skill at 18. 10. There are certain skill quirks for 3e that show up repeatedly. Tactics (Drill) isn't really a thing in 4e so I would replace it with Soldier or Tactics, whichever works for the campaign. Also note that Body Language had a significant combat use in 3e. It does not in 4e so I would drop it for the Gladiator. 11. One very important 3e quirk - IQ gave bonuses to Guns skill. So you will need to sink more points in Guns, Gunner, etc to maintain the same skill level. 12. And of course no 1/2 point skills in 4e. Unless you want to mess with the Dabbler Perk. Hope these suggestions are useful. I could make suggestions for specific templates if you'd like. |
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| Tags |
| conversion, fourth edition, templates, third edition |
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