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Old 11-28-2011, 04:31 PM   #11
NineDaysDead
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Default 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]
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Old 11-28-2011, 04:34 PM   #12
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Default 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].
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Old 11-28-2011, 05:35 PM   #13
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Default Re: Converting NPCs from AD&D to GURPS

Quote:
Originally Posted by Gorkamorka View Post
I'm currently playing with converting ADnD Dark Sun into GURPS 4th.
Did you already take a look at that project? Could be helpful, though it's 3e... www.skripczynski.de/projects/dark-sun/
And even more so, this thread for 4e: http://forums.sjgames.com/showthread.php?t=77123
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Old 11-28-2011, 05:59 PM   #14
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Default Re: Converting NPCs from AD&D to GURPS

Quote:
Originally Posted by Snaps View Post
A lot depends on how you plan on setting up your world and what points scale you want to use.
Yes. This is one reason why concepts translate better than stats. Also, you need to ask why you want game stats at all. In most games, it means the players are going to kill the NPC, or at least be in some sort of combat with him, whether as friend or foe.

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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Old 11-28-2011, 06:30 PM   #15
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Default Re: Converting NPCs from AD&D to GURPS

Quote:
Originally Posted by Rasputin View Post
Also, you need to ask why you want game stats at all...
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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Old 11-28-2011, 06:42 PM   #16
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Default Re: Converting NPCs from AD&D to GURPS

Quote:
Originally Posted by Rasputin View Post
Yes. This is one reason why concepts translate better than stats. Also, you need to ask why you want game stats at all. In most games, it means the players are going to kill the NPC, or at least be in some sort of combat with him, whether as friend or foe.
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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Old 11-28-2011, 09:00 PM   #17
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Default 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.
I'll explain my notes, which I mostly copied and pasted from the Notes app.

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.
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Old 11-28-2011, 09:06 PM   #18
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Default Re: Converting NPCs from AD&D to GURPS

Quote:
Originally Posted by Valadrim View Post
I want to be able to stat out a number of important NPCs to assess how valuable a patron they can be.
That's a definite case where going with concept is better than game stats, since Patrons seldom see combat.

Quote:
Originally Posted by Icelander View Post
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.
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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Old 11-29-2011, 04:08 AM   #19
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Default 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.
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Old 11-29-2011, 06:29 AM   #20
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Default Re: Converting NPCs from AD&D to GURPS

Quote:
Originally Posted by Valadrim View Post
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 think he works really well as a high fantasy character in GURPS. I would have put more points in some skills, but the high stats do more or less the same.

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:
Originally Posted by OldSam View Post
Did you already take a look at that project? Could be helpful, though it's 3e... www.skripczynski.de/projects/dark-sun/
And even more so, this thread for 4e: http://forums.sjgames.com/showthread.php?t=77123
Yes I had, but thanks. Half the fun is in the doing.

Last edited by Gorkamorka; 11-29-2011 at 07:14 AM.
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