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#51 | |
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Join Date: Jun 2006
Location: Montreal, Canada
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#52 | |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Also, note that the Toughness feat isn't all that tough. |
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#53 |
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Join Date: May 2006
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What a great thread.
Thanks for all your hard work. It will come in real handy. Take care and keep them coming if you have them. These are GREAT. Styxx |
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#54 | |
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Join Date: Jun 2006
Location: Montreal, Canada
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Thanks for your comments. I have done more conversion while posting on the White Plume Mountain conversion thread. I'll try to add them on my site once I have some spare time. |
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#55 | |
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Join Date: Sep 2004
Location: Torino, Italy
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Is there any hope to see it in a printer-friendly format someday? I'd like to help in that respect if it's needed. ====== If you don't mind, here are some suggestions (intended primarily, but not exclusively, for Dungeon Fantasy). Athach: Being 18 feet tall (like three men) it should have at least ST 30 (according to GURPS Fantasy about Giants). I'd give him ST 34, HP 34 because it seems quite heavy-built for its height. Poisonous Bite would deal 3d+3, Giant Mace 6d+4 and Thrown rock 3d+2. I'd also give him natural RD 3 instead of 2. Azer: If you want it to be a veteran fighter, challenging for DF, you should probably increase weapon skills from 13 to 15. Bulette: It could have Vibration Sense (to reflect Tremorsense) and either Extra Attack 1 or a technique who removes the cap of 9 for Move & Attack (to reflect its "pouncing" ability) Centaur: Since it's "as big as a heavy horse, but much taller and slightly heavier", it should have at least ST 25, 1 point more than a Heavy Warhorse; I'd keep its "upper body strenght" to 18 (thereby leaving damage with weapons unchanged, but increasing Hooves damage to 2d+2). If you want Centaurs to hit something with their arrows, I'd increase Bow skill to 14. Chimera As for Centaurs, I'd raise its ST to 24, as a Heavy Warhorse. Claws/Bite damage would increase to 2d+2 and Horns damage to 2d+4. Choker Since it's so little, it could have ST 8 and Striking ST 16 instead of ST 16. Note that with Wrestling-15, TA Neck (Wrestling) should be 14, not 13 (since Grappling hit locations is only at half penalty, TA Neck Wrestling defaults at 13). Dragons and Dinosaurs HP and/or ST should probably be increased. According to GURPS Lands out of Time a T-Rex has ST 34 and a Triceratops ST 47. ST and HP of Adult and older Dragons should probably be increased by 50% or so, since according to d20srd Great Wyrms are "more than 100 feet" long. For game balance purposes you might want to increase ST and HP of ALL dragons, at least for Dungeon Fantasy; a Barbarian starts with ST 17+ and I think that, even in heroic, over-the-top dungeon delving, Dragons are supposed to be WAAAAAY stronger than Barbarians.
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#56 | ||
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Join Date: Jun 2006
Location: Montreal, Canada
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http://forums.sjgames.com/showpost.p...9&postcount=48 |
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#57 | ||
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Join Date: Sep 2004
Location: Torino, Italy
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Actually, the conversion (and the site with illustrations and so on) was so good that I couldn't resist... I think that with a few tweaks your conversion won't be "quick & dirty" but a terribly useful GURPS Monster Compendium.
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#58 |
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Join Date: Nov 2008
Location: Rome, Italy
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Do the dragons miss any natural DR or am i forgetting something?
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“A strange game. The only winning move is not to play. How about a nice game of chess?” |
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#59 | |
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Join Date: Nov 2006
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#60 | |
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Join Date: Sep 2004
Location: Torino, Italy
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| Tags |
| bestiary, conversion, d&d, d&d to gurps |
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