|
|
|
#11 |
|
Join Date: Mar 2006
|
D&D also uses "everything gets harder as you level" and "everything gets easier as you level" at the same time, so it gets wonky there, too
|
|
|
|
|
|
#12 |
|
Join Date: May 2006
Location: Seattle, Washington
|
Thanks for all the suggestions, I'm glad that the eyeballing "system" I'd worked out is basically what others came up with, too. I know that the two systems are quite incomparable (it's not just that d20 is linear, it's that the underlying theory behind what the roll is *doing* is completely different).
__________________
Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) |
|
|
|
|
|
#13 | |
|
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Quote:
The take 10 or take 20 options (I'm rusty in D&D never played it more than once or twice) are good examples of how mechanics work differently. In D&D taking more time can garantee sucess. And a mildly challenging task can become automatic if you're skilled enough. In GURPS, extra time will get you a bonus to your chances, and no matter how skilled you are, there's allways a possibility of failure. The length of the turn alone can make a big difference, it turns GURPS Stench spell, into D&D Death Cloud (or something, like I said, it's not my native system). There's also the genre differences, such as the assumed level of heroism and realism. The system's assumptions on what constitutes a decent rate of sucess. In GURPS, beggining characters can be very skilled at their knowledge and skill niches, in D&D they invariably suck (skill level limits). |
|
|
|
|
|
|
#14 | |
|
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Quote:
My experience led me to conclude that, contrary to what many expect, attribute levels, feats, and spells -- even epic ones -- are the easiest thing to adapt. Skills are the real challenge, because they're kind of second-class abilities in D&D while they're the core of a GURPS character. In the end, this makes conversion difficult or impossible. I think it's better to come up with an abstract concept and build an entirely new PC that fits than it is to try to convert specific traits.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
|
|
|
|
|
|
#15 | |
|
Join Date: Aug 2004
Location: Wellington, NZ
|
Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
|
|
|
|
|
#16 | |
|
Join Date: Aug 2004
Location: Wellington, NZ
|
Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
|
|
|
|
|
#17 | |
|
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Quote:
Why is the old blacksmith that can make incredible items any better at combat, at resisting poisons, or pretty much everything else that's not related to blacksmithing? Besides, I was refering to the high DC rolls that can only be done by higher-level characters, when GURPS specialists can be very high-skiled, pretty much independently of point-value, as long as you have enough for that one skill. In D&D if you can't reach that target number, it's impossible, in GURPS you can allways try... |
|
|
|
|
|
|
#18 | ||||
|
Join Date: Aug 2004
Location: Wellington, NZ
|
Quote:
Quote:
Quote:
Quote:
The games have different core assumptions, but if you're not looking at the very high end (points, levels), much of the stuff converts nicely with a bit of thought.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
||||
|
|
|
|
|
#19 | |
|
Join Date: May 2006
Location: Seattle, Washington
|
Quote:
The difference, if I may offer a horrible example, is something along the lines of: DC tells you how steep the hill is (and nothing else), whereas a GURPS skill penalty helps you determine how likely it is that *you* can make it to the top. The absence of auto-failure and auto-success rules in d20 (the lack of a "1 & 20" rule) supports how DC works, while the presence of GURPS critical result rules supports how skill penalties work.
__________________
Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) |
|
|
|
|
|
|
#20 | |
|
Join Date: Jul 2007
Location: San Antonio, TX
|
Quote:
Hilarious how people just can't seem to understand this very simple concept...
__________________
She's like the sunrise Outshines the moon at night Precious like starlight She'll bring in a murderous prize ~Blind Guardian My Writing.com |
|
|
|
|
![]() |
| Tags |
| conversion, d&d |
| Thread Tools | |
| Display Modes | |
|
|