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#21 | ||||
Join Date: Feb 2014
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OK, can someone please explain that concept to me? Because how can it possibly be more difficult to modify a total of 6 characters than EVERY other character in the game? That makes absolutely no sense whatsoever, and it's not like anyone has pointed out what a full conversion even means since those strengths and weaknesses don't exist in other systems at all. Quote:
....... Look, I REALLLLY don't want to take the time to go over every little detail of the campaign and I feel I am getting sidetracked by everyone trying to push me into using only one system or another. Last edited by Elliander; 02-16-2014 at 05:46 PM. |
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#22 | ||
Join Date: Feb 2014
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For example, one suggestion said I should convert the characters that aren't even created yet from Gurps, but say how that would even work. Other suggestions said I should convert all the monsters, but again, didn't say how that would work either. Everyone has an idea about what they think I should be doing, but how about just giving me the tools I need to make that decision on my own? I JUST want to use GURPS as a Character base, strip out the Magic system, use an alternate system. That's it. |
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#23 | |
Join Date: May 2008
Location: CA
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I really don't think that merging the rules of Pathfinder and GURPS is going to end up well for you. If you're going to insist upon going that way anyways, good luck - you're going to need it. |
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#24 | |
Join Date: May 2008
Location: CA
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In other words, they don't use the normal character creation process that PCs utilize. Also, simply using one set of rules and converting the spirit of the creatures/etc of one rule set/setting into another rule set/setting means a lot less work, as you don't need exact equivalencies or need to worry so much about game balance -a s you're very, very unlikely to be able to maintain game balance by merging multiple rule sets together. |
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#25 | |
Join Date: Feb 2014
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I'm a bit confused by the ranges. They look good for converting an existing character, but what about a character that doesn't exist yet? A range of values wouldn't really be helpful in that scenario. |
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#26 | ||
Join Date: May 2008
Location: CA
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Converting D&D characters or monsters into GURPS is fairly easy; just use them as a guideline and ignore trying to get mechanical accuracy. Converting GURPS characters to D&D is pretty hard, and I don't know of any way to do so well. EDIT: Rather than using GURPS at all, if you want to maintain D20 stuff I'd suggest looking at True20 or Mutants and Masterminds (both games are somewhat similar); they use a point-buy system but are d20-based games that create D&D-like stats. I'm not sure how well they'd handle actual ye olde D&D monsters, though - you'd probably still need to convert them, or convert the True20 characters, but either way most of the work would be done for you. |
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#27 | |
Join Date: Feb 2014
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One of the main reasons I chose Gurps as a base is because characters don't have classes, which makes it much easier to strip out one part of the mechanics. I would be open to, instead, keeping the stats in the Gurps form and then modifying how the Magic system is used, but I am not going to be using the Gurps Magic system in this campaign. |
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#28 | |
Join Date: May 2008
Location: CA
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One of the main reasons I chose Gurps as a base is because characters don't have classes, which makes it much easier to strip out one part of the mechanics. I would be open to, instead, keeping the stats in the Gurps form and then modifying how the Magic system is used, but I am not going to be using the Gurps Magic system in this campaign.[/QUOTE] That'd probably be easier - the default GURPS Magic system isn't very fun in my opinion. What do you want out of a magic system? You could potentially utilize one of the variant magic systems that GURPS has published without doing much in the way of work; I'm not sure how you'd utilize the D&D magic system, however. There are ways to create something similar to it in GURPS, but just using the D&D system wholesale will be difficult. |
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#29 | |
Join Date: Feb 2014
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In this particular case, the rules certainly exist in an "almost" vacuum. On the contrary, I specifically chose Gurps because I fully recognized that for what I wanted to do a D&D base would not have worked out well at all. Also, one of the reasons why I wanted to use a movement point system instead of "feet" or "yards" was that I could add additional costs to types of spells and actions to help with balance. As an additional problem, how are the rules for Cybernetics in Gurps as compared to Shadowrun? |
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#30 | |
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Join Date: Sep 2004
Location: Southeast NC
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Edit: I realized after posting that that could be taken as insulting, which I didn't intend. Simply that, no matter what the GM thinks about how awesome his setting or story is, the game is going to be about the PCs. They are going to have the most thought put into them, and changes in character creation are usually going to be the most difficult and complicated to implement. Most PCs are going to be complex, detailed characters, while most NPCs and monsters are going to be only a few stats (such as attack skill, damage, defenses, armor, and hit points).
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RyanW - Actually one normal sized guy in three tiny trenchcoats. Last edited by RyanW; 02-16-2014 at 06:56 PM. |
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Tags |
character creation, d20 conversion, gurps 4th |
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