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Old 07-06-2023, 07:49 PM   #11
Anaraxes
 
Join Date: Sep 2007
Default Re: [DFRPG] Converting Powerups to GURPS

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Originally Posted by mburr0003 View Post
I hate strongly dislike about the DFRPG line, the lack of under-the-hood explanations
That would clash with the notion of DFRPG as a ready-to-go, pre-packaged application of GURPS for the dungeon crawl genre. I like the under-the-hood stuff myself, but I can see why they didn't include it in the baseline product. That does raise the possibility of a potential market for Designer's Notes (or some other title) that provide the builds and other notes (why this and not that?) under a separate cover, and for an additional price, of course. (Even if all the notes are still lying around, there's the inevitable processing cost to turn that information into a finished product.)

If the potential market couldn't cover those costs... well, maybe they'd consider releasing the raw info to a volunteer to add it to a website, maybe the GURPS Wiki. No income, but no real cost.
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Old 07-06-2023, 09:55 PM   #12
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Default Re: [DFRPG] Converting Powerups to GURPS

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If the potential market couldn't cover those costs... well, maybe they'd consider releasing the raw info to a volunteer to add it to a website, maybe the GURPS Wiki. No income, but no real cost.
I was abled to readily figure out the under the hood of just about all the builds, most with no effort. I dont think there would be enough market for a supplement of that and I also agree hiding the builds was on brand for DFRPG. Detailing those builds is contrary to the simplicity that line aims for. It would be better in a DF supplement and some of the power-ups could be included in supplements to that line.
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Old 07-07-2023, 10:45 AM   #13
JulianLW
 
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Default Re: [DFRPG] Converting Powerups to GURPS

I've been curious about "Tunnel Crawler" since the Nordlond Bestiary came out.... That's the one "Under the Hood" I'd really like to see.
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Old 07-07-2023, 12:59 PM   #14
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Default Re: [DFRPG] Converting Powerups to GURPS

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As you say, Varyon, it's on the border; if I made a fuss about it, I suspect the mods and SJGames would remove the posts.

I elected not to kvetch too hard because it's an interesting exercise and Kiva and I discussed publishing such content anyway, though we'd discussed it as Patreon rewards.
Thank you Douglas, I never meant to "cheat" you, or any of the authors in general. My intention was to homage you with this "exercise" as you called it!

Hope that it can still be helpful to someone, and it's at least a little bit of an accurate conversion! :P

Last edited by mirtexxan; 07-07-2023 at 01:07 PM.
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Old 07-07-2023, 01:33 PM   #15
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Default Re: [DFRPG] Converting Powerups to GURPS

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Originally Posted by JulianLW View Post
I've been curious about "Tunnel Crawler" since the Nordlond Bestiary came out.... That's the one "Under the Hood" I'd really like to see.
My best guess is that's just a completely new advantage XD I don't see how to build it from other sources, but my GURPS-fu could be insufficient XD
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Old 07-07-2023, 01:38 PM   #16
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Default Re: [DFRPG] Converting Powerups to GURPS

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My best guess is that's just a completely new advantage XD I don't see how to build it from other sources, but my GURPS-fu could be insufficient XD
I'll have to look at it when I get home, but I'll note that novel NPC/monster abilities often aren't built or given a value, they simply are. It's a bit of a shame (particularly in that it makes it difficult to set up said NPC/monster as an Ally or Enemy), but it makes monster design a lot easier if you don't have to worry about how to build the ability you want.
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Old 07-07-2023, 02:38 PM   #17
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Default Re: [DFRPG] Converting Powerups to GURPS

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Originally Posted by Varyon View Post
I'll have to look at it when I get home, but I'll note that novel NPC/monster abilities often aren't built or given a value, they simply are. It's a bit of a shame (particularly in that it makes it difficult to set up said NPC/monster as an Ally or Enemy), but it makes monster design a lot easier if you don't have to worry about how to build the ability you want.
Yeah, I don't see how to build it either, exactly. Kind of a cross between Invertebrate and Shrinking or Stretching.
Even in standard GURPS though monsters sometimes get abilities that are just eyeballed and not given points or worked out form other traits.
I'm fine with monsters being able to "cheat". Though if the ability is interesting enough it would be nice to have a build for it.
I think I would build this as modified Shrinking as that already reduces Move.

Lets see Shrinking (Full Damage, +100%; Full DR, +30%; Full HP, +30%; Retains Mass and overall SM, -20%) [12/level]
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Old 07-08-2023, 05:00 AM   #18
mirtexxan
 
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Default Re: [DFRPG] Converting Powerups to GURPS

My take on Tunnel Crawler...

Shrinking (Accessibility, only while crawling, -40%; Full Damage, +100%; Full DR,+30%; Full HP +30%; Reduced Time, +20%; Retains mass and overall SM, -20%; Temporary Disadvantage, Invertebrate, -20%) [10]

Notes: The temporary disadvantage is "realistic" and also takes into account the possibility of squeezing in even tighter places described by Tunnel Crawler. Your thoughts on the accessibility limitation? In alterative this could be "only in tight spaces", to account for the fact that some creatures can squeeze in an upright position)

Last edited by mirtexxan; 07-08-2023 at 05:24 AM.
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Old 07-09-2023, 03:26 AM   #19
Pursuivant
 
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Default Re: [DFRPG] Converting Powerups to GURPS

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Originally Posted by mburr0003 View Post
All under-the-hood data is useful. It's one of the two things I hate strongly dislike about the DFRPG line, the lack of under-the-hood explanations to see how the designers went about making "new" abilities.
Seconded, although I understand why the designers deliberately omit the "crunchy bits" for space savings and speed of play.

DF and the Nordlondr books have some interesting powers that could be applied to other GURPS settings.
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Old 07-09-2023, 09:21 AM   #20
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Default Re: [DFRPG] Converting Powerups to GURPS

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Stonecunning [26], p.4 is Detect (Stonework; Analysis Only, -50%; Analyzing, +100%; Vision Based, Reversed, -20%).
Notes: Stonework is considered a Common substance (20 basis point). Analysis only means that it is not possible to locate a substance using this variant of detect. Analyzing provides improved details, and removes the roll for basic details. Vision Based means that no analysis is possible, unless the user can actually see the substance they want to analyze.

I'm lazy so I just introduced the skill Masonry, said "use that for stonework" and gave Dwarf a racial skill bonus. It can also be used to earn a living.
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