10-20-2022, 04:25 PM | #11 | |
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Re: Adapting Third Edition Templates To Fourth Edition
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One of the biggest issues, is there was a lot more reliance on attributes than talents for improving skills in Classic. GURPS Update tends to brute force things. For example, does Sir Isaac Newton really have an IQ 18 or does he have a lower IQ with Natural Scientist and Mathematical Ability talents in 4e? More over which of the three methods of converting ST do you use? *Maintain damage: use Classic score *Maintain lifting ability: use GURPS Update's Quadratic Strength Conversion Table *Maintain both damage and lifting ability: use GURPS Update's Quadratic Strength Conversion Table and Lifting ST/Striking ST to cover the difference. IMHO it is better to take the concept and redo the template and see where the points fall. Corwin Bearclaw went up the least of the four Classic character in the Classic Basic set. [114] if you Maintain both damage and lifting ability but [122] if you keep the stats as they were in Classic.
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10-20-2022, 05:33 PM | #12 |
Join Date: Dec 2004
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Re: Adapting Third Edition Templates To Fourth Edition
How a post commenting on the Heroic Knight conversion but the web site hiccuped and I lost it.
So just noting for that template, I would shoot for making the template costs a multiple of 5, and having the based template and the lenses add up to 150. I'd also look hard at using Talents for the lenses and dropping Speed to 6.0 to save a few points. Regarding ST, I think trying to literally convert ST & HT from 3e is foolish - just convert ST & HT as per the original template and don't worry about minor differences in secondary Characteristics. I can see adding unarmed skills where not already included but I would keep it to 3-4 points. Again, 3e was less grappling oriented so it wasn't as standard to add Judo or Wrestling. I took a stab at the Archer - Archer [100 points] Attributes: ST 11 [10]; DX 11 [20]; IQ 10 [0]; HT 11 [10]. Secondary Characteristics: Damage 1d-1/1d+2; BL 24; HP 11 [0]; Will 10 [0]; Per 11 [5]; FP 11 [0]. Basic Speed 6.00 [10]; Basic Move 6 [0] Advantages: 25 points in ST +1 [10], DX +1 [20], HT +1 [10], Per +1 to +4 [5/level], Acute Vision +1 to +4 [2/level], Arm ST +1 or +2 [5/level], Combat Reflexes [15], Damage Resistance (Tough Skin) 1 [3], Fit [5] or Very Fit [15], High Pain Threshold [10], Striking ST +1 or +2 [5 or 10], Weapon Bond [1], Weapon Master (Weapon of choice) [20] Disadvantages: -20 points in Bloodlust [-10], Callous [-5], Chummy [-5] or Gregariousness [-10] Code of Honor [-5 to -15], Sense of Duty (Comrades in Arms) [-5], and Wealth (Struggling) [-10] Skills: One of: Box (DX/A) [16], Perk (Strongbow) [1], Fast Draw (Arrow) DX/E) [4] Crossbow (DX/E) [16], Fast Draw (Arrow) DX/E) [4] and 1 more point in Combat/Weapon skills. Sling (DX/H) [16], Throwing (DX/A) [2] and 3 more points in Combat/Weapon skills And one of Axe/Mace, Broadsword or Shortsword (DX/A) [4]. Armoury (any) (IQ/A) [4], Hiking (HT/A) [2] and Survival (any) (Per/A) [4] 5 points in any of Camouflage, First Aid, Savoir Faire (Military) and Scrounging (IQ/E); Cooking and Leadership (IQ/A); Tracking (Per/A); Brawling and Knife (DX/E); Stealth (DX/A); Running (HT/A); plus Farming (IQ/A) and any Professional skill. Optional: 62 point version.-0.5 Speed [-10] and -1 Per [-5]. Reduce optional Advantages to 15 [-10]. Raise Disadvantages to -25 [-5]. -1 to missile weapon skill [-4]. If using Bow or Crossbow, drop Fast Draw Arrow [-4]. If using Sling, -1 to Throwing [-1] and drop extra points in Combat/Weapon skills [-3]. This is for a low cost henchman. DX is a lot lower because it's not as necessary in 4e for such a focused specialist. I added Strongbow. If you want to add Brawling & Wrestling as standard, you could pay for it out of the 5 points in background skills, add -5 to Disadvantages or raise the template to 105 points. As is the template is relatively cheaper than 3e. The comparable cost in 4e would be 110 or 115. Last edited by Infornific; 10-20-2022 at 07:13 PM. Reason: Added in a 62 point lens |
10-20-2022, 07:10 PM | #13 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Adapting Third Edition Templates To Fourth Edition
I am happy to see there are multiple responses since I was last here. I'm going to risk a monstrous post so that I can respond to everyone without having to make 3+ comments back-to-back; I will be addressing some of the other specific posts, plus some general stuff. As I stated in my first post, I've been working on this, on and off, for a little while. I need to update my signature so that it has my full GURPS library (unless there's a better place to list that info). I know Dungeon Fantasy has been mentioned multiple times, but I only know it by reputation as I've never read any of the books. I didn't want to overwhelm this thread by posting everything I already had, for fear I'd lose track of which template we were discussing. However, I figure I can risk sharing a link to the Google Document which has what I've already tried converting so far. If something is in red, it is either a template I skipped (but left the 3e version as a placeholder) or a note to myself. XP The link is just for viewing. Note that I won't update the document with suggested changes for templates until the matter seems to more or less have been resolved.
Thank you for your insights mlangsdorf. Keeping with the spirit of GURPS Warriors, I'm thinking the Heroic Knight template should reasonably accommodate a historical knight or your stereotypical fantasy knight. Not perfectly, but good enough a GM would only need to tweak it to campaign specifics. I wasn't worrying about Dungeon Fantasy, as I thought those books already contained templates for these kinds of things. Given my lack of knowledge when it comes to how historical knights were trained, even if some unarmed combat training won't do them much good, I'll still include it in the template. I would like to know what unarmed combat Skills and/or Combat Techniques seem like the best approximation of the unarmed combat training knights underwent. Quote:
Maximara, I didn't see 4e conversions of the kind of templates covered by the Third Edition books GURPS Warriors and GURPS Rogues, though there are some nice ones for specific characters and races. Thank you. To answer your question about how we're approaching ST, it is the same as everything else: What is the minimum score in this area that a character built with this template would require to fill their role? While we clearly cannot cover every possibility, we can cover a decent amount. I confess it wasn't intentional, but by giving the Heroic Knight template ST, any character built using this template will have the required minimum ST for any Basic Set melee weapon compatible with the Skills also listed in the template. Well, unless I misread something. ;) Good to hear from you again, Infornific. :) As mentioned earlier this post, unarmed combat was actually a semi-regular occurrence in my old 3e games, so we preferred having at least Brawling and Wrestling to relying on just DX (with some not-relevant exceptions). So yes, when I post an update to the Heroic Knight template, I'll officially add in Brawling and Wrestling (unless some other unarmed Skills are more appropriate; see what I asked of mlangsdorf). If you think it worthwhile, then I'll try to get everything to end in "0" or "5" after all. I'll have to look at your proposed Archer template later, however, as I used up all my time (and them some) writing this comment. Feel free to see what I got on my own for an Archer using the above link. Which brings me back to the question (that I may have forgotten to ask earlier): how much stuff should I consider including from outside of Basic Set? I know of Heroic Archer, but I don't own anything that actually explains that Advantage. My understanding is it is more or less Gunslinger for bowmen...
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 10-21-2022 at 09:25 AM. |
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10-20-2022, 07:22 PM | #14 |
Join Date: Dec 2004
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Re: Adapting Third Edition Templates To Fourth Edition
Side note - one reason for upping Disadvantages to -25 is that you could swap in the Disadvantage modules from Delvers to Grow as an option for quick disadvantages.
One more template - a stab at Engineer, mostly to show incorporating Talents: Artificer affects both Mechanic and Engineer so that's a good choice for an Engineer. It would be a bit munchkiny, but you could add Electronics Operations as well and Mathematics (Applied and Surveying) to Artificer while still keeping the cost 10/level. Engineer [115 points] Attributes: ST 11 [10]; DX 11 [20]; IQ 11 [20]; HT 11 [10]. Secondary Characteristics: Damage 1d-1/1d+2; BL 24; HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 11 [0]. Basic Speed 6.00 [10]; Basic Move 6 [0] Advantages: Artificer 1 [10] and 20 points in Artificer 2 or 3 [10 or 20], ST +1 [10], DX +1 [20], +1 IQ [20], HT +1 [10], Per +1 to +4 [5/level], Combat Reflexes [15], Damage Resistance (Tough Skin) 1 [3], Fit [5] or Very Fit [15], High Pain Threshold [10], Manual dexterity [5/level] and Versatile [5] Disadvantages: -20 points in Bloodlust [-10], Callous [-5], Chummy [-5] or Gregariousness [-10] Code of Honor [-5 to -15], Overconfidence [-5], Post-Combat Shakes [-5] and Sense of Duty (Comrades in Arms) [-5] Skills: Engineer (Combat) IQ/H) [8], Armoury (small arms or siege engines) (IQ/A) [1], Camouflage (IQ/E) [1], First Aid (IQ/E) [1], Mathematics (Surveying) (IQ/H) [2] and Savoir Faire (Military) (IQ/E) [1]. 4 points in Carpentry and Scrounging (IQ/E); Administration, Leadership and Survival (any) (IQ/A); Strategy and Tactics (IQ/H); Brawling and Knife (DX/E); Gunner/TL, Stealth and Wrestling (DX/A). Lenses: TL 1-3: Mechanic (primitive machines) (IQ/A) [2], Engineer (primitive machines) (IQ/H) [4] and Mathematics (Applied) (IQ/H) [4]. 7 points in melee combat and unarmed skills. Add TL 4-6: Explosives (Demolitions) (IQ/A) [4]. 9 points in any of Mechanic (any) and Explosives (EOD) (IQ/A); Throwing (DX/E); Hiking (HT/A); Riding, Shortsword and Spear (DX/A). 4 points in Guns (any) or Black Powder Weapons (any) (DX/E). Add Artist (Woodworking) (IQ/H); Blacksmith and Cooking (IQ/A); and Riding (DX/A) to optional skills. TL 7+: Explosives (Demolitions) (IQ/A) [4], Traps (IQ/A) [2] and.7 points in any of Electronics Operations (Commo or Sensors), Mechanic (any) and Explosives (EOD) (IQ/A); Throwing (DX/E); Hiking (HT/A). 4 points in Guns (any) or Beam Weapons (any) (DX/E). Add Computer Operation (IQ/E) and Driving (any) (DX/A) to optional skills. Optional: 125 point version - raise IQ to 12, drop optional Advantages to 15 and raise Disadvantages to -25. |
10-20-2022, 07:29 PM | #15 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Adapting Third Edition Templates To Fourth Edition
The gca repository has datafiles for Rogues here:
http://www.motoslave.net/gcarepo/view.php?pkgid=63 and Wizards and Warriors here http://www.motoslave.net/gcarepo/browse.php?pg=9
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10-20-2022, 07:51 PM | #16 | |||
Join Date: Aug 2004
Location: Austin, TX
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Re: Adapting Third Edition Templates To Fourth Edition
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Even historical knights who are warriors vary from William the Conqueror's mounted spearmen in heavy mail to zweihander wielding infantrymen in Maximillian plate. It's not a precise term and it covers over 1000 years of history. Quote:
Quote:
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10-20-2022, 11:13 PM | #17 | |
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Re: Adapting Third Edition Templates To Fourth Edition
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10-21-2022, 12:53 AM | #18 |
Join Date: Dec 2007
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Re: Adapting Third Edition Templates To Fourth Edition
That assumes that (one-handed) flails were set at ST 13 based on how much weight ST 13 could lift, when in reality they were set at ST 13 based on the lack of evidence they were ever actually used. If they were used, then they weren't used often and "they take exceptional strength to use" is as good a justification as any for that. ST 11 is not exceptional strength. The change in how much it can lift doesn't change that. It just changes how much pretty average strength can lift.
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10-21-2022, 02:09 AM | #19 | |
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Re: Adapting Third Edition Templates To Fourth Edition
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More over it doesn't help when Morningstars (ST 12) aren't flails at all but basically a club with spikes What GURPS calls a "Morningstar" is actually a ball-and-chain flail.
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10-21-2022, 08:54 AM | #20 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Adapting Third Edition Templates To Fourth Edition
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This also addresses a general question I had earlier: yes, it is perfectly fine to use traits from outside of the Basic Set. Koji Inabe makes use of cinematic Skills that - in Third Edition - would be found in GURPS Martial Arts or Compendium I. Andrew Leadflinger is using the Racial Template from GURPS Fantasy Folk (GURPS Fantasy Folk), while Nightshade has "super equipment" that I believe required GURPS Supers (for Third Edition) to design (I don't think Compendium I and Compendium II's rules would have been enough). So, again, thanks for all the help you've already given me, mlangsdorf. I wouldn't have realized my mistakes if you hadn't, and that is on top of things like details about knightly training, and where to look in GURPS Martial Arts for Fourth Edition (which I even have handy!). :D *I don't own currently GURPS Wizards, and unlike GURPS Rogues and GURPS Warriors I barely read and used that one back in the day. I'm not sure if I ever owned it; I think I just glanced through a friend's copy over 20 years ago. XD Unless someone else wants to tackle it, I won't be including GURPS Wizard's templates along with the others. Given how many Magic Systems were available back then and are available now in GURPS, updating the templates for GURPS Wizards to Fourth Edition might require its own thread.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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conversion, fourth edition, templates, third edition |
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