12-30-2017, 12:59 PM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Converting D&D/Other Adventures to DFRPG
Keep on the borderlands was written for D&D 1st edition, and charging into the kobold main room with first level characters would get you killed.
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12-31-2017, 12:57 PM | #12 |
Join Date: Dec 2017
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Re: Converting D&D/Other Adventures to DFRPG
It's slightly more complicated than that, even: The Keep on the Borderlands was for Basic Dungeons & Dragons, which is even lower-power than 1st edition.
The big points are that there's no "cleave", that Fighters have one less hit point per level, and that 1st-level Clerics don't have spells yet. The kobold caves are also generally intended for 1st-level characters, so the Magic-User only has a single Sleep spell that will affect 2d8 kobolds. So yes, charging into a room with forty kobolds is likely to get everyone killed. There's some mitigating factors, though, some of which are worth keeping in mind if adapting to GURPS.
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01-01-2018, 12:49 AM | #13 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Converting D&D/Other Adventures to DFRPG
There's also the question of "What is a kobold?"
Kobolds aren't defined in the DFRPG as yet. They could be quite wimpy, with all attributes at 8, no improved secondary characteristics, and no skills above attribute level . . . Even from behind, they'll only grab someone or land a blow ~26% of the time – and grapples will be ST 8, while blows won't be accurate enough to aim at vital areas, will do 1d-3 or 1d-2 damage, and often won't punch through even DR 1-2. The kobolds will dodge at 7, and an injury of just 5 HP (easily managed by even a ST 10 wizard with a staff: 1d+2 crushing) is more than HP/2 and thus a major wound, and at HT 8, that's going to put a kobold on the ground ~74% of the time. And kobolds are both cowardly (so no All-Out Attacks to boost accuracy or damage) and poorly equipped (forget about armor, or weapons heavier than shortswords). This is a specific example of the general, which is that stats can be adjusted to make any creature wimpier or scarier. You could even have a brain-damaged mindwarper or lich who botched the transformation and ended up weaker than in life, if you wanted that . . . The point being that if the adventure you're converting is for a few low-level characters, you're going to want to nerf a lot of creatures to be sensible matches for such heroes. The idea of monsters being highly standardized is commonplace today, but back in the days of early D&D modules, creatures were given full stats that weren't always the same everywhere.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
01-01-2018, 07:19 PM | #14 |
Join Date: Feb 2009
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Re: Converting D&D/Other Adventures to DFRPG
Dinomen seem very similar to kobolds . . . . Little wimpy lizard guys
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01-02-2018, 02:35 AM | #15 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Converting D&D/Other Adventures to DFRPG
Hmm, go figure. I'm sure it's a coincidence. :)
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02-22-2023, 09:43 PM | #16 | |
Join Date: Jul 2021
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Re: Converting D&D/Other Adventures to DFRPG
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03-04-2023, 04:54 PM | #17 | |
Join Date: Jul 2021
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Re: Converting D&D/Other Adventures to DFRPG
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Last edited by restlessgriffin; 03-10-2023 at 06:39 AM. |
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03-13-2023, 09:48 AM | #18 | |||||
Join Date: Jul 2021
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Re: Converting D&D/Other Adventures to DFRPG
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All of these have plenty of non-combat activities. For instance, Lost Mines of Phandelver has PC challenges:
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There is also the whole long and short rest, where D&D 5e has very easily recovered damage, where in GURPS you'd better have healers and potions aplenty. GURPS has no long rest, but if you get first-aid, a good meal, and rest overnight. You might gain back 1-3 points. But for D&D 5e a long rest will PC will regain all their lost Hit Points and some of their Hit Dice (not really sure what that entails, still learning D&D 5e). Quote:
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04-29-2023, 02:11 PM | #19 |
Join Date: Jul 2021
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Re: Converting D&D/Other Adventures to DFRPG
Any ideas on using this adventure in D&D 5e Forgotten Realms setting. I'm specifically looking to put it in the north of Swordcoast.
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04-30-2023, 12:58 PM | #20 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Converting D&D/Other Adventures to DFRPG
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Lost Hall of Tyr (2nd Edition) is 5E/Dragon Heresy so no conversion needed. I'm not that familiar with forgotten realms, but the key bit for Lost Hall would be that the hall should be in some pretty fierce mountains, and that there should be a reasonable population center to act as Isfjall and a base of operations. The place that says "put it here" to me is around Mirabar, but the need for large mountains says "Spine of the World" to me.
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