11-28-2011, 04:31 PM | #11 |
Banned
Join Date: Aug 2004
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Re: Converting NPCs from AD&D to GURPS
Strength Conversion
Based on comparing AD&D 2nd Ed Max Press to GURPS 4th Ed Heavy Encumbrance Direct: AD&D 2nd Ed___GURPS 4th Ed Strength________ST 1______________1 [-90] 2______________2 [-80] 3______________3 [-70] 4-5_____________5 [-50] 6-7_____________7 [-30] 8-9_____________9 [-10] 10-11___________10 [0] 12-13___________11 [10] 14-15___________12 [20] 16______________13 [30] 17______________14 [40] 18______________15 [50] 18/01-50________15 or 16 [50 or 60] 18/51-75________16 [60] 18/76-90________17 [70] 18/91-99________18 [80] 18/00___________20 [100] 19______________23 [130] 20______________24 [140] 21______________26 [160] 22______________28 [180] 23______________31 [210] 24______________35 [250] 25______________38 [280] Smoothed out at the lower levels: AD&D 2nd Ed___GURPS 4th Ed Strength________ST 1______________1 [-90] 2______________2 [-80] 3______________3 [-70] 4______________4 [-60] 5______________5 [-50] 6______________6 [-40] 7______________7 [-30] 8______________8 [-20] 9______________9 [-10] Smoothed out exceptional Strength: AD&D 2nd Ed___GURPS 4th Ed Strength________ST 18/01-50________16 [60] 18/51-75________17 [70] 18/76-90________18 [80] 18/91-99________19 [90] 18/00___________20 [100] Smoother but less accurate table: AD&D 2nd Ed___GURPS 4th Ed Strength________ST 1______________1 [-90] 2______________2 [-80] 3______________3 [-70] 4______________4 [-60] 5______________5 [-50] 6______________6 [-40] 7______________7 [-30] 8______________8 [-20] 9______________9 [-10] 10-11___________10 [0] 12-13___________11 [10] 14-15___________12 [20] 16______________13 [30] 17______________14 [40] 18______________15 [50] 18/01-50________16 [60] 18/51-75________17 [70] 18/76-90________18 [80] 18/91-99________19 [90] 18/00___________20 [100] 19______________23 [130] 20______________24 [140] 21______________26 [160] 22______________28 [180] 23______________31 [210] 24______________35 [250] 25______________38 [280] |
11-28-2011, 04:34 PM | #12 |
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Join Date: Aug 2004
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Re: Converting NPCs from AD&D to GURPS
Other Attributes
AD&D 2nd Ed___GURPS 4th Ed Attribute_______ Attribute 1______________-90 points in Attributes/Disadvantages 2______________-80 points in Attributes/Disadvantages 3______________-70 points in Attributes/Disadvantages 4______________-60 points in Attributes/Disadvantages 5______________-50 points in Attributes/Disadvantages 6______________-40 points in Attributes/Disadvantages 7______________-30 points in Attributes/Disadvantages 8______________-20 points in Attributes/Disadvantages 9______________-10 points in Attributes/Disadvantages 10______________No modifiers 11______________10 points in Attributes/Advantages 12______________20 points in Attributes/Advantages 13______________30 points in Attributes/Advantages 14______________40 points in Attributes/Advantages 15______________50 points in Attributes/Advantages 16______________60 points in Attributes/Advantages 17______________80 points in Attributes/Advantages 18______________100 points in Attributes/Advantages 19______________120 points in Attributes/Advantages 20______________140 points in Attributes/Advantages 21______________160 points in Attributes/Advantages 22______________190 points in Attributes/Advantages 23______________220 points in Attributes/Advantages 24______________250 points in Attributes/Advantages 25______________280 points in Attributes/Advantages Notes: All Attributes Start at 10 IQ! = IQ (PER+WILL) Dexterity Advantages: Basic Speed [5/Level]; Enhanced Defences [Variable]; DX [20/Level]; Flexibility [5 or 15]. Dexterity 19: Cat Fall [10] and Perfect Balance [15] are available. Disadvantages: Combat Paralysis [-15]; Klutz [-5 or -15]; Reduced Basic Speed [-5/Level]; Reduced DX [-20/Level]. Constitution Advantages: Extra FP [3/Level]; Extra HP [2/Level]; Fit [5 or 15]; Hard to Kill [2/Level]; Hard to Subdue [2/Level]; High Pain Threshold [10]; HT [10/level]; Less Sleep [2/Level]; Longevity [2]; Rapid Healing [5 or 15]; Resistant [Variable]; Resistant to Eternal Rest +3 or +8 [1 or 3]. Constitution 18: Immunity to Eternal Rest [5] is available. Constitution 19: Recovery [10] and Regeneration: Slow [10] are available.* Constitution 20: Regeneration: Regular [25] is available. Constitution 25: Regeneration: 1HP/10minutes [35]** is available. *I added Regeneration: Slow to smooth the progression from no Regeneration to Regeneration: Regular **GURPS Hellboy Disadvantages: Easy to Kill [2/Level]; Low Pain Threshold [-10]; Reduced FP [-3/Level]; Reduced HP [-2/Level]; Reduced HT [-10/level]; Unfit [5 or 15]. Intelligence Advantages: Eidetic Memory [5 or 10]; IQ! [10/Level]; Language Talent [10]; Languages [1-6] ; Lightning Calculator [2 or 5]; Non-Combat skills [Variable]; Versatile [5]. Intelligence 19: Immunity to Illusions [15] is available. Disadvantages: Absent-Mindedness [-15]; Bestial [-10 or -15]; Confused [-10]; Hidebound [-5]; Reduced IQ! [-10/Level]. Wisdom Advantages: Common Sense [10]; Empathy [15]; Fearlessness [2/level]; Indomitable [15]; Intuition [15]; Perception [5/level]; Unfazable [15]; Will [5/level]. Disadvantage: Cowardice [-10*]; Fearfulness [-2/level]; Gullibility [10*]; Impulsiveness [-10*]; Overconfidence [-10*]; Reduced Perception [-5/level]; Reduced Will [-5/level]. Charisma Advantages: Appearance [Variable]; Charisma [5/level]; Fashon Sense [5]; Smooth Operator [15/level]; Voice [10]. Disadvantages: Appearance [Variable]; Clueless [-10]; Disturbing Voice [-10]; No Sense of Humor [-10]; Odious Personal Habit [Variable]. |
11-28-2011, 05:35 PM | #13 | |
Join Date: Oct 2005
Location: Gφttingen, Germany
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Re: Converting NPCs from AD&D to GURPS
Quote:
And even more so, this thread for 4e: http://forums.sjgames.com/showthread.php?t=77123 |
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11-28-2011, 05:59 PM | #14 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Converting NPCs from AD&D to GURPS
Quote:
Attributes relative to the PCs is another way of handling it. In a DF game the presumed output for D&D characters the templates average about 12 for the basic attributes, a bit more for DX. Since the templates represent adventurers with a few levels already, your mooks should be lower. |
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11-28-2011, 06:30 PM | #15 |
Join Date: Aug 2009
Location: Bremerton, WA
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Re: Converting NPCs from AD&D to GURPS
I want to be able to stat out a number of important NPCs to assess how valuable a patron they can be. Also as stated above, I tend to do more work than necessary. However, no one wants to GM a scene where Prince Avan is there to do important social stuff with a few brief notes, when it turns out the party wants to murder him for his blood (perhaps because of the important social stuff).
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11-28-2011, 06:42 PM | #16 |
Join Date: Mar 2006
Location: Iceland*
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Re: Converting NPCs from AD&D to GURPS
Well, it matters a lot for social interaction by the rules what the NPC's IQ and Will is. Per can matter in a lot of cases where there's no combat, either. And skill levels can come up during all sorts of interaction.
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11-28-2011, 09:00 PM | #17 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Converting NPCs from AD&D to GURPS
A work in progress:
Code:
Armor table Cheap leather armor: DR 1, $204, 19.5 lbs.; Feet have DR 1*; Neck has nothing Cheap mail: DR 3/1* vs. cr, $345, 56 lbs.; Hands and Feet have DR 1*; Face has nothing Cheap scale armor: DR 3, $684, 79 lbs.; Hands and Feet have DR 1*; Neck has nothing Cheap plate: DR 5, $2,334, 89 lbs.; Hands and Feet have DR 3; Neck has nothing Class ST DX IQ HT HP Will Per FP Speed Move Damage Class Weapon Stat Other Barbarian 14 12 9 12 16 11 9 12 6.00 7 1d/2d +1/4 +1/4 ST +1/2 Bard 11 12 12 11 10 12 12 11 6.00 6 1d-1/1d+1 +1/4 +1/6 IQ +1/4 ER +1/3 Cleric 12 12 12 12 12 14 12 12 6.00 6 1d-1/1d+2 +1/4 +1/6 IQ +1/4 ER +1/3 Druid 12 12 12 12 12 12 12 12 6.00 6 1d-1/1d+2 +1/4 +1/6 IQ +1/4 ER +1/3 Fighter 14 12 10 12 14 10 10 12 6.00 6 1d/2d +1/4 +1/4 DX +1/4 +2 weapon Monk 11 14 10 12 11 12 12 12 7.00 7 1d-1/1d+1 +1/4 +1/6 DX +1/4 Paladin 12 12 10 12 12 12 10 12 6.00 6 1d-1/1d+2 +1/4 +1/4 DX +1/4 Ranger 12 12 10 12 12 10 12 12 6.00 7 1d-1/1d+2 +1/4 +1/4 DX +1/4 Rogue 11 14 12 12 11 12 14 12 6.50 6 1d-1/1d+1 +1/4 +1/6 DX +1/4 Sorcerer 10 12 14 12 10 14 12 14 6.00 6 1d-2/1d +1/4 +1/8 IQ +1/4 ER +1/3 Wizard 10 12 14 12 10 14 12 14 6.00 6 1d-2/1d +1/4 +1/8 IQ +1/4 ER +1/3 Adept 9 10 11 10 9 11 11 10 5.00 5 1d-2/1d-1 +1/4 +1/8 IQ +1/4 ER +1/3 Aristocrat 10 10 10 10 10 10 10 10 5.00 5 1d-2/1d +1/4 +1/6 IQ +1/4 Commoner 10 10 10 10 10 10 10 10 5.00 5 1d-2/1d +1/4 +1/8 IQ +1/4 Expert 9 10 11 10 9 11 11 10 5.00 5 1d-2/1d-1 +1/4 +1/8 IQ +1/4 Warrior 11 11 9 11 11 9 9 11 5.50 5 1d-1/1d+1 +1/4 +1/4 DX +1/4 Use the Wizard stats for a Illusionist or any other kind of specialist wizard, or a Warlock. Use the Rogue stats for an Assassin or a Thief-Acrobat. Use the Fighter stats for a Cavalier. Use the Druid stats for an AD&D 1e Bard. Beats me about a Marshall/Warlord. He's a Fighter with some Bard-like abilities. Class Bang! Traits Barbarian Barbarian! High Pain Threshold; Gigantism; Social Stigma (Minority Group) Bard Bard! Bardic Talent 1; Charisma 1; Voice; Terror (Bard-Song) Cleric Cleric! Clerical Investment; Power Investiture 1; True Faith (Turning); Honesty (12) Druid Druid! Power Investiture 1 (Druidic); Sense of Duty (Wild Nature) Fighter Knight!* Combat Reflexes; High Pain Threshold Monk Martial Artist! Catfall (Chi); Chi Talent 1, Enhanced Move 0.5 (Chi); Trained by a Master; Disciplines of Faith (Chi Rituals) Paladin Holy Warrior! Higher Purpose (Slay Demons); Holiness 1; Shtick (Foes slain personally cannot rise as undead); True Faith (Turning); Honesty (12) Ranger Scout! Heroic Archer Rogue Thief! Perfect Balance; Greed (12) Sorcerer Wizard! Magery 1 Wizard Wizard! Magery 1 Adept Shaman! Autotrance; Channeling; Medium; Power Investiture 1 (Shamanic); Spirit Empathy Aristocrat Knight! Status 2; Wealth (Wealthy) Commoner * none Expert * none Warrior Knight! none This trait adds one level at each level divisible by 4. Barbarians have Great Rage 1 at 1st level and Great Rage 2 at 11th level. Druids have their Wild Shapes as Alternate Forms. Fighters may use either the Knight! or Swashbuckler! skill. Fighter/Swashbucklers have the traits Combat Reflexes; Enhanced Parry 1 (Weapon of choice); Luck; Weapon Master (Weapon of choice). Cavaliers are always Fighter/Knights. Assassins use the Assassin! skill, which is all Primary and Secondary skills on the Assassin template. They all have Combat Reflexes, Striking ST 2, Bloodlust (12) and Callous. Commoners typically only know the Area Knowledge, Farming and Housekeeping skills, and not necessarily all of those. Experts know whatever non-weapon skills they need to know. Spell casters can cast whatever spell as needed at IQ+Magery-2, with another -1 for VH spells. Druids and Rangers have Animal Companions as Allies. Wizards and Sorcerers have Familiars. Paladins have special mounts as Allies. Don't worry about the other effects unless needed. Assassin! (DX): Brawling, Fast Draw (Knife), Forced Entry, Garrote, Knife, Stealth, and Wrestling; use IQ for Gesture, Holdout, Poisons, Shadowing, Smuggling, Streetwise, and Traps; use Per for Search and Urban Survival. Shaman! (IQ): First Aid, Hidden Lore (Spirits), Naturalist, Pharmacy (Herbal), and Weather Sense; use Will for Exorcism and Meditation; use Per for Survival (any); use DX for Stealth. The "Class" column represents going up in the bang skill for that class; all go up 1 relative skill level every 4 levels. "Weapon" represents going up in skill for weapons not on the bang skill; "Stat" means whatever stat gets boosted. "Other" means anything else that might go up with level; "ER" is an Energy Reserve. The second table is mostly a listing of traits that a generic member of that class would have, which is mostly Advantages and Disadvantages that always show up on the template, with some common abilities for those templates dependent on Powers. The armor table at top is a list of cheap armor that would be common to NPCs. |
11-28-2011, 09:06 PM | #18 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Converting NPCs from AD&D to GURPS
Quote:
The stats are all 10 unless you know otherwise. The skill level should use the GURPS guidelines: 5 or so for default, 8-9 for background skills, 10-11 for secondary skills, 12-13 for professional level, and 14-16 for a good professional; ramp up accordingly for good stats. You could use ranks in a skill as points in a skill for a really important NPC. |
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11-29-2011, 04:08 AM | #19 |
Join Date: Aug 2009
Location: Bremerton, WA
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Re: Converting NPCs from AD&D to GURPS
Here is my first NPC. I decided to mostly build him from concept, but I took a few of NineDaysDead's ideas for tweaking scores to my liking.
I started with a 9th level fighter trained in a Brecht (read German/Hanseatic/Venetian) fencing school. He is a ruthless political mastermind, acts as head of his own police force as well as those of many of his neighbors, rules the richest and most powerful state in Anuire, and possesses perhaps the most legitimate claim on the title of Emperor. I started with a Swashbuckler Template, added in a Swashbuckler-Knight Mixed Profession Lens, improved his IQ to match his AD&D stats (via NineDaysDead's suggestions), gave him every Social Advantage that seemed proper, before finally adding a handful of skills that seem important to a Prince who must administer a state. I have not attempted to show any of his mortal allies, contacts, or dependents, nor have I included a representation of his bloodline score or strength (mystical empowerment from dead gods found in all rulers in this setting). However I have included his blood abilities (special powers gained via his bloodline). Let me know what you think. Darien Avan 750 points Late 40s; Light skin, brown (greying) hair, brown eyes, purple birthmark in the shape of a dragon on left side of face; Attributes: ST 12 [20], DX 15 [100], IQ 14 [80], HT 13 [30], Secondary Characteristics: Dmg 1d/2d-1, BL 29, HP 12, Will 12, Per 12, FP 13, Basic Speed 8, Basic Move 8, Dodge 11, Parry 21 (Main-Gauche), 18 (otherwise). Wears enchanted elven chain (DR 6). Advantages: Ally (Air Elemental; Built on 100%; constantly available; PM, -10%; Summonable, +100%) [38]; Ambidexterity [5]; Animal Empathy (Lions only, -80%; PM -10%) [1];Born War Leader 2 [10]; Charisma 2 [10]; Combat Reflexes [15]; Enhanced Parry 3 (Main-Gauche) [15]; Extra Attack 1 [25]; Feudal Rank 6 (Prince of Avanil) [30]; Handsome [12]; High Pain Threshold [10]; Independent Income 20 [20]; Legal Enforcement Powers [15]; Legal Immunity [15]; Luck [15]; Multimillionaire 2 [100]; Police Rank 6 [30]; Regeneration (Regular; PM -10%) [23]; Reputation 2 (Future Emperor; Allies and Subjects, -50%; All the time) [5]; Social Regard 2 (Respected; PM -10%) [9]; Speak with Animals (Lions only, -80%, PM -10%) [5]; Status 6 [0]; Striking ST 1 [5]; Weapon Bond (Scalebiter) [1]; Weapon Bond (Heartseeker) [1]; Weapon Master (Rapier and Main-Gauche) [25]. Disadvantages: Delusion ("I am the best man since Emperor Roele") [-5]; Obsession (Become Emperor of Anuire) 9 or less [-15]. Skills: Acrobatics (H) DX [4]-15; Administration (A) IQ+1 [4]-15; Area Knowledge (Anuire) (E) IQ [1]-14; Area Knowledge (Avanil) (E) IQ [1]-14; Armoury (Melee Weapons (A) IQ [2]-14; Brawling (E) DX+1 [2]-16; Carousing (E) HT [1]-13; Climbing (A) DX-1 [1]-14; Connoisseur (Literature) (A) IQ-1 [1]-13; Current Affairs (Headline) (E) IQ [1]-14; Current Affairs (Regional, Avinil) (E) IQ [1]-14; Dancing (A) DX-1 [1]-14; Detect Lies (H) Per-1 [2]-11; Diplomacy (H) IQ+3 [8]-17*;Fast-Draw (Knife) (E) DX+1 [1]-16†;.Fast-Draw (Sword) (E) DX+1 [1]-16†; Fast-Talk (A) IQ [1]-15*; Finance (H) IQ-1 [2]-13; First Aid (E) IQ [1]; Games (Tournament Rules) (E) IQ [1]-14; Heraldry (A) IQ [2]-14; Hiking (A) HT-1 [1]-12; History (Anuirean) (H) IQ-2 [1]-12; Intimidation (A) Will-1 [1]-11; Jumping (E) DX [1]-15; Law (Anuirean (Avanese)) (A) IQ [2]-14; Leadership (A) IQ+4 [2]-18*‡; Main-Gauche (A) DX+4 [12]-19§; Military Science (H) IQ-2 [1]-12; Politics (A) IQ+1 [4]-15; Public Speaking (A) IQ+3 [4]-17‡; Rapier (A) DX+4 [12]-19§; Savoir-Faire (High Society) (E) IQ+1 [2]-15; Sex Appeal (A) HT+1 [1]-14*; Stealth (A) DX-1 [1]-14; Strategy (H) IQ+1 [2]-15‡; Tactics (H) IQ+1 [2]-15‡; Wrestling (A) DX [2]-15; Persuade (H) Will [4]-12; Riding (A) DX-1 [1]-14. Languages: Anuriean-Native (default) [0]; Brecht-Accented [4]. Darien Avan, Prince of Avanil, runs not only his own kingdom, but significant portions of other provinces as well. Though he inherited much from his father, Veladan Avan, he has managed to amass an even greater portion of wealth and power than any had dreamed possible. It did help that partial stewardship of the City of Anuire itself passed to him with the death of his father. Nonetheless, Darien Avan capitalizes on any opportunity to expand his domain. This middle-aged prince seems well versed in the uses and abuses of power. He strives for law and moderation in all things, but he, like the Archduke of Boeruine, appears willing to sacrifice his compatriots to gain the Iron Throne. He believes that his knowledge of power will serve him well, and that he could be the best thing to happen to Anuire since Roele himself. None dare to gainsay him. * Includes +2 for Charisma † Includes +1 for Combat Reflexes ‡ Includes +2 for Born War Leader § Includes +1 for Weapon Bond Last edited by Valadrim; 11-29-2011 at 04:15 AM. |
11-29-2011, 06:29 AM | #20 | ||
Ceci n'est pas un hyperlien
Join Date: Oct 2005
Location: Iceland
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Re: Converting NPCs from AD&D to GURPS
Quote:
I don't think he can do everything a DnD character can do, but that's more about system then this characters writeup. Fore example in DnD he could easily charge 20 goblins with bows. In GURPS the same group would turn him into a pincushion (Well except for the air elemental, but not all fighters have one). Also a good mage with a high instakill spell will take him out. But having said that I think you have gotten about as close as you can to a High power DnD character in GURPS. SIDE QUESTION: At what level does a DnD character conversion in GURPS get combat reflexes. What about Weapon Master? Is it different between classes? Quote:
Last edited by Gorkamorka; 11-29-2011 at 07:14 AM. |
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ad&d, birthright, conversion, dungeon fantasy, fantasy |
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