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Originally Posted by Rupert
Not true. Once your adjusted skill drops below three in GURPS you can't succeed either. Also, in D&D you can get good enough to always succeed (there are no auto-failure rules for skills), whereas you can't do that in GURPS.
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.
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Good point, I forgot about the 3- rule. But the possibility of allways-win or allways-loose situations is precisely my critique on the system.
I agree that it can be converted nicely, I just don't think they way to go is by direct mathematical formulas converting DC to bonus/penalties. Or probability of success for that matter. It's way better to look at it from the descriptive/subjective perspective... you'll end up with more satisfying results in GURPS, instead of imported success rates that don't "feel right".