Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 04-08-2008, 12:58 PM   #1
sjmdw45
 
Join Date: Jan 2008
Default Converting D&D modules to GURPS (quickly)

Someone asked me in a PM about how I convert D&D Dungeon Crawl modules to GURPS, and perhaps I should also post my guidelines here. My main goal is to be able to run GURPS adventures straight out of the D&D booklet--I may convert some monsters in advance for convenience but I should be able to do it in my head if necessary.

For required skill rolls, DC 15 is an unpenalized roll vs. a relevant attribute/skill in GURPS. Every +2 to DC is a -1 penalty in GURPS. Note that this means a GURPS character with Per 10 operating off of a Traps default (from memory, I think that's a -5 default) has 50% odds of detecting a DC 5 trap. In practice, many PCs will have Per higher than 10 and/or points in Traps so I think this is okay. Sometimes D&D modules give extra information about monsters on high DC rolls, and the same guidelines apply here: every 10 extra DC is 5 points on GURPS rolls. Obviously there will be some cases where the D&D rules just don't fit--where it's obvious that they're trying to shoehorn something into the D&D ruleset that would be more naturally done in GURPS--and in this case I ignore the D&D stats.

For the monsters, my basic rules of thumb so far have been:

1. Take basic stats St/Dx/Con/etc. ST = St. DX = 5+Dx/2. IQ = 5+Int/2. Will = 5+Wis/2. Per also = 5+Wis/2. HT = 5+Con/2. Cha I haven't done anything with so far but it would be on the order of +1 reaction bonus per +2 Cha over 10, or vice versa if Cha is under 10.

2. For each 1 HD of the monster, it gets either 1.) +1 to ST, 2.) +2 to HP (note that +1 to ST includes +1 to HP so this is really only trading 1 ST for 1 HP), or 3.) 4 points in a combat skill.

3. For every 5 HD, it gets either 1.) +1 to DR, 2.) +1 HT, or 3.) +2 ST.

4. DR = (flat-footed AC - 10) / 2. If touch AC is better than 10, give 1 level of Enhanced Parry, Dodge, or Block per 2 points of AC (depending on the monster which it will take), or else it can buy Combat Reflexes for 3 points of AC.

5. Skills (non-combat), again, get +1 in GURPS per +2 in D&D. I suppose I should subtract out the D&D ability bonuses first to figure out how many "real" plusses the monsters have in stats, but so far I haven't.

The important thing to me is not exactly fidelity to the exact toughness level of the D&D monster. Some monsters will be relatively weaker in GURPS stats and some (like orcs) will be relatively stronger. What I want is 1.) a consistent methodology that lets me pretty much convert monsters straight across without a lot of tweaking, where I could read the GURPS stats right off the D&D page if necessary, and 2.) some verisimilitude (the right "feel") for monsters in GURPS, using the D&D stats as a guide. So a Tyrannosaur in D&D is a 20 HD beast? Okay, in GURPS it's a ST 45 beast with HT 12 and DR 1. And I'll eyeball it and add Fangs and Sharp Claws--note that I'm otherwise ignoring the listed D&D damage of attacks, since I'll compute that from its ST.

Edit: Oh yeah, and 1 gp is worth $10 in GURPS. Although gp/sp are the standard currency. I don't have clear guidelines for converting magic items. Also, corrected a mistake above.

And also, 5' of D&D Move = 1.00 GURPS Basic Move. Basic Speed is computed from HT/DX normally.


I hope that's useful.

-Max

P.S. Note that I'm trampling all over point values here. 1 ST is not equivalent to 2 HP in GURPS point terms, but I don't care.

Last edited by sjmdw45; 04-08-2008 at 01:10 PM.
sjmdw45 is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:41 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.