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Originally Posted by Rasputin
For the most part, you're best off using default values calculated from Basic Speed. D&D movement rates map alright to GURPS -- not exact, but you're not off enough to care. (Calculation = a character with Speed 30 ft. in D&D can run 120 ft., or 40 yd. Converting from 6 second to one second combat rounds and subtracting the +1 sprinting bonus, you have a Move 5.67, which is a smidgen better than normal. Your dwarves with Speed 20 ft. in D&D come out to Move 3.44 in GURPS, a bit low.)
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That's why I use D&D move / 10 + 2 = GURPS Move.
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* I keep wondering what the best way to translate Strength is. Let's see ... a Str 10 D&D character can carry 100 lb. if he's Medium size. A ST 10 GURPS character has Basic Lift 20 lb. and Extra-Heavy Encumberance at 200 lb. So take the square root of the D&D carrying capacity for GURPS ST. Personally, I would use Str/2=5 = ST for humanoid creatures, since it translates the damage, which is about what we really care (each single-point increase in ST increases the swing damage by about a point).
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It doesn't quite work that way, because of GURPS having swing and thrust damage, and D&D giving extra damage for two-handed use. I've found Str - 2 = GURPS ST works adequately. By carrying capacity it's closer to Str = ST over the human range.
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For the T.Rex, translating carrying capacity, it can carry 4,800 lb. (it has Str 28, giving it a carrying capacity of 1,200 lb., which is quadrupled for being Huge), so its GURPS ST is 70 (the computer I'm using right now has calc.exe locked down, so I can't be exact) by this method ... too high, methinks. Average that with the ST 19 we would have by Str/2+5, I guess.
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By its weight a T. Rex in GURPS would be expected to have ~ST50. Assuming a reasonable Brawling skill it would do 5d+6 cutting with its bite.