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Old 11-09-2022, 05:26 AM   #17
restlessgriffin
 
Join Date: Jul 2021
Default Re: DFRPG running D&D 5e starting adventures

Quote:
Originally Posted by beaushinkle View Post
One of the main conversions I've seen is dripton's castle whiterock conversion, which has a conversion guide for both gold and DCs for dnd3.5e
I'm only interested in D&D 5e and GURPS DFRPG.


Quote:
Meanwhile, the same dripton whiterock conversion suggests that level 1 dnd characters are roughly ~125 point DFRPG delvers, and every dnd level is ~25 character points. This implies that a 9th level dnd character is about ~325 gurps points. 250 point DFRPG characters are like 6th level dnd characters.
Ok, 125 seems a bit high for first level, but probably works well since a lot of encounters in the introcadventures are a bit too tough for 1st level. Power jumps for D&D 5e seem a bit more than 25pts to me. But I'm not super concerned on matching pts to levels. To some extent it won't map that well on combat effectiveness. One thing I've noticed is spells/abilities in DFRPG in general aren't as good on Area of Effect (AoE) and impacting multiple targets as D&D 5e.

Quote:
So applying all of this, the lost mines of phandelver has the heroes make an early DC 12 perception check to spot a trap, and then if they triggered it, a DC 10 dex check to not get snared.

Converting that, a 5e DC 12 would be a 3.5 DC of 14, which is an unmodified Per check in gurps to see the trap. Avoiding it is a 5e DC 10, which is a 3.5 DC of 10, which is a DX+2 check in gurps.
Thanks. I'm probably gonna go with replace with closest DFRPG equivalent and just use GURPS capabilities/rules. Snare trap, pit trap - check DFRPG books.
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