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Old 07-22-2013, 08:25 AM   #281
Jürgen Hubert
 
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Default Re: The Definite d20/D&D Conversion thread

Svirfneblin 81 points
Spoiler:  

Forest Gnome 25 points
Spoiler:  

Tallfellow Halfling 21 points
Spoiler:  

Deep Halfling 40 points
Spoiler:  
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Old 07-23-2013, 02:06 AM   #282
Jürgen Hubert
 
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Default Re: The Definite d20/D&D Conversion thread

Beyond those templates already discussed in the thread, we are missing the following racial templates from the Monster Manual:

- Gargoyle
- Grimlock
- Hill Giant
- Hound Archon
- Janni
- Mind Flayer
- Ogre Mage
- Rakshasa
- Satyr
- Stone Giant
- Troglodyte
- Troll
- Yuan-ti Pureblood

Has anyone taken a stab at converting those yet?
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Old 07-23-2013, 05:35 AM   #283
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Default Re: The Definite d20/D&D Conversion thread

Quote:
Originally Posted by Jürgen Hubert View Post
Beyond those templates already discussed in the thread, we are missing the following racial templates from the Monster Manual:

- Gargoyle
- Grimlock
- Hill Giant
- Hound Archon
- Janni
- Mind Flayer
- Ogre Mage
- Rakshasa
- Satyr
- Stone Giant
- Troglodyte
- Troll
- Yuan-ti Pureblood

Has anyone taken a stab at converting those yet?
I thought I saw an "Illithid" so that should have Mind Flayer covered.

I have notes on a SRD Troll, I should have that up this evening.
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Old 07-23-2013, 07:56 AM   #284
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Default Re: The Definite d20/D&D Conversion thread

Svirfneblin should have enhanced dodge, shouldn't they? THey get +4 dodge AC in D&D.
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Old 07-24-2013, 02:22 AM   #285
Jürgen Hubert
 
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Default Re: The Definite d20/D&D Conversion thread

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Originally Posted by GodBeastX View Post
Svirfneblin should have enhanced dodge, shouldn't they? THey get +4 dodge AC in D&D.
True... Which changes them to:

Svirfneblin 96 points
Spoiler:  


The other races are now up at the Repository.
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Old 07-24-2013, 05:38 AM   #286
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Default Re: The Definite d20/D&D Conversion thread

Some more templates:

Gargoyle 179 points
Spoiler:  

Grimlock 61 points
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Hill Giant 129 points
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Old 07-24-2013, 07:08 AM   #287
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Default Re: The Definite d20/D&D Conversion thread

Back in the day I went through the three AD&D monsters (MM, Fiend Folio, MM2) and categorized all the monsters.

One of the things I found there are a ton of creatures that are sentient and capable of forming cultures

I scanned some pages focusing on the sentient races and posted them here on my blog.

Hopefully this will be useful as a guide to figure out what racial templates are needed.
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Old 07-24-2013, 07:10 AM   #288
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Here are the lists I uploaded in Text form.

Aquatic
Ixitxchitlc
Locanth
Mermen
Nixie
Sahuagin
Sea Hag
Triton
Neried
Selkie
Sirien
Troll (Marine)
Sea Elves
Koalinth
Lacedon
Hailtu
Kappa
Ningyo

Demi-Humans
Dwarfs
Gnomes
Spriggens
Halflings (Stouts)
Halflings (Harfoots)
Halflings (Tallfellows)
High Elves
Wood Elves
Grey Elves
Valley Elves
Half Elves
Grugach Elves

Men
Quillan

Humanoids
Orcs
Hobgoblins
Kobolds
Half Orcs
Goblins
Nilbogs
Gnolls
Flinds
Xvarts
Bugbears
Norker
Ogrillion
Mongrelmen
Bakemone
Kala

Dark Ones
Dark Creepers
Dark Stalkers
Dire Corbie
Frostmen
Gibberlings
Gith Yanki
Gith Zerai

Other
Aarakoca
Crabmen
Firenewts
Kenku
Taxbala
Talsoi
Boggle
Bendelog
Umpledy
Quaggoth
Hsing-sign
Tenqu

Underground
Derro
Duergar
Svinfeblin
Drow Elves
Aboleth
Cloaker
Jermailine
Kuo Toa
Myconids
Mind Flayers
Pechs
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Old 07-24-2013, 07:44 AM   #289
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Default Re: The Definite d20/D&D Conversion thread

Hmmm... coming up with new ways of organizing the racial templates and (especially) the monster lists is going to be necessary sooner or later.

Unfortunately, I leave this Saturday for a four-week vacation and thus won't find the time to do anything about it until afterwards...
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Old 07-24-2013, 10:48 AM   #290
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Default Re: The Definite d20/D&D Conversion thread

Quote:
Originally Posted by Jürgen Hubert View Post
Duergar 89 points.
Spoiler:  
I think by Growth you mean Enlarge; Growth is the name of the advantage that does the equivalent (sort of). Enlarge is a VH spell.

Quote:
Originally Posted by AD&D 2nd Edition Player's Handbook
<snip>
It grows by up to 10% per level of experience of the wizard, increasing this amount in height, width, and weight.

All equipment worn or carried by a creature is enlarged by the spell. Unwilling victims are entitled to a saving throw vs. spell. A successful saving throw means the spell fails. If insufficient room is available for the desired growth, the creature or object attains the maximum possible size, bursting weak enclosures in the process, but it is constrained without harm by stronger materials--the spell cannot be used to crush a creature by growth.

<snip>
Weight, mass, and strength are affected, though. Thus, a table blocking a door would be heavier and more effective, a hurled stone would have more mass (and cause more damage), chains would be more massive, doors thicker, a thin line turned to a sizeable, longer rope, and so on. A creature's hit points, Armor Class, and attack rolls do not change, but damage rolls increase proportionately with size.

For example, a fighter at 160% normal size hits with his long sword and rolls a 6 for damage. The adjusted damage roll is 10 (that is, 6 x 1.6 = 9.6, rounded up). Bonuses due to Strength, class, and magic are not altered.
Note that this is from AD&D, but I don't think the D&D spell has changed much since; certainly it wouldn't have a concept of GURPS SM, so the scaling would be different.

The D&D spell is a lot less powerful. It's also broken in terms of realistic scaling (an increase of height by 10% increases weight and damage by the same amount... which is totally wrong). So the D&D spell's scaling to the height increase should just be thrown out, and GURPS's more realistic scaling of things like weight, ST, and HP should be used.

But the big difference is that GURPS increases the character's height by SM+1 per 2 points of energy. A whole SM+1 is a big bump. The D&D spell only increases the height by 10% per level of the wizard (for duergar, it's their hit dice or class level), and it takes increasingly greater "spell caster" levels to bump up each additional SM+1.

The average duergar has only 1 hit die, and is 4' tall (SM-1). They will only be able to enlarge by 10% (making them 4' 4.8", still SM-1). Adventuring duergar will be able to do more, but even a 20th level duergar will only be able to enlarge by 200%, or a height increase of three times original size (12', or SM+5, an increase of SM by +6). So even some of the most powerful duergar characters will never be seen being able to grow more than SM+6, whereas with the GURPS Enlarge spell, any of them could grow by SM+4 to SM+5 as long as they have 10 energy to spend.

Maybe the duergar could be built with the Growth advantage instead, if we allowed fractional levels of that advantage. Based on the differences in how the two spells work, it seems hard to reconcile them. The temptation would be to just say "don't convert the crunch between systems, convert the concept", but when a real life value like height is involved, that's a bit harder to do...
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