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Old 07-09-2013, 03:03 PM   #191
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Default Re: The Definite d20/D&D Conversion thread

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Originally Posted by Jürgen Hubert View Post
Regarding cleric magic: I want to keep the overall structure in GURPS Dungeon Fantasy. But I first want to come up with some "core spells" divided up into six levels of Power Investiture and then come up with spell lists for the various D&D domains - which should make converting particular deities easier.
Is there any problem with 7 levels for Clerics and 9 levels for Wizards? It would make mapping the conversion more obvious.
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Old 07-09-2013, 03:07 PM   #192
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Default Re: The Definite d20/D&D Conversion thread

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Is there any problem with 7 levels for Clerics and 9 levels for Wizards? It would make mapping the conversion more obvious.
That's basic/AD&D 1E/AD&D 2E. In D&D 3.x/d20, both wizards and priests (and psions) use levels 0 to 9.
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Old 07-09-2013, 03:17 PM   #193
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Default Re: The Definite d20/D&D Conversion thread

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But I first want to come up with some "core spells" divided up into six levels of Power Investiture and then come up with spell lists for the various D&D domains - which should make converting particular deities easier.
Powers, too. Because the gods don't just grant spells, they grant special abilities, as well. (One of the areas I'd consider delving into D&D 4E, for more inspiration...)
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Old 07-10-2013, 07:34 AM   #194
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Default Re: The Definite d20/D&D Conversion thread

OK, back for a moment to arcane magic.

Arcane Magic

Arcane Magic uses the standard GURPS spell system, with the following exceptions:

- Healing spells are forbidden except for Lend Energy, Recover Energy, and any spells which must be taken as a prerequisite for a spell for another college.
- Technology spells as well as spells that allow time travel into the past should be considered "unknown" - although there is certainly precedence for such spell in D&D, they should not be introduced into the campaign except as a plot point.

Mages (all who use arcane magic) may buy levels of the Energy Reserve advantage (see GURPS Powers, p.119) without restriction. It is recommended that starting mages have no more than 3 levels of Magical Aptitude at character creation, which they may raise up to Magical Aptitude 6 during play. Higher levels of Magical Aptitude are not unknown, but should be restricted to true archmages and the like.

Sorcerers have at least one level Wild Talent with Retention (+25%) and Focused (Magical, -20%) for 21 character point. This is usually an inborn trait, though it may be triggered through contact with intense magical abilities, pacts with supernatural entities and whatnot. As they often do not know the prerequisites for the spells they learn via Wild Talent, they may take the Shortcut to Power perk (see GURPS Thaumatology: Magical Styles, p.30) a number of times equal to (Will + Magical Aptitude)/3.

Wizards have bought levels of Modular Abilities (Super-Memorization) with the limitations Spells Only (-20%) and Preparation Required (1 minute, -20%). Each slot costs 5 CPs and holds a single spell with 1 CP.

Bards are mages who also learning the Enthrallment skills (see GURPS Basic Set, p. 191). Limitations like Song-based or Accessibility (only when playing instruments) for their Magical Aptitude are common, but not required.
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Old 07-10-2013, 01:01 PM   #195
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Default Re: The Definite d20/D&D Conversion thread

That all looks good to me. Also makes me want to play a sorcerer/wizard/bard.

Just one question: will an exception to the "no arcane healing spells" be made for Bards, whose learnable spell lists -do- include Cure Light Wounds and the like? Are Bards, as jacks of all trades, expected to buy minor levels or Power Investiture to gods with the Healing domain to get such spells?
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Old 07-10-2013, 01:04 PM   #196
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Default Re: The Definite d20/D&D Conversion thread

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Originally Posted by Kenneth Latrans View Post
That all looks good to me. Also makes me want to play a sorcerer/wizard/bard.

Just one question: will an exception to the "no arcane healing spells" be made for Bards, whose learnable spell lists -do- include Cure Light Wounds and the like? Are Bards, as jacks of all trades, expected to buy minor levels or Power Investiture to gods with the Healing domain to get such spells?
I'd allow them to take Perks for each spell instead, allowing them to overcome this setting restriction on a spell-by-spell basis.
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Old 07-10-2013, 01:14 PM   #197
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Default Re: The Definite d20/D&D Conversion thread

Bards are Charisma casters and Clerics use Wisdom, which are closer to Will or Will and Per respectively than IQ in GURPS. I'm getting that I think this is more important than most of you do.
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Old 07-10-2013, 01:25 PM   #198
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Default Re: The Definite d20/D&D Conversion thread

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Bards are Charisma casters and Clerics use Wisdom, which are closer to Will or Will and Per respectively than IQ in GURPS. I'm getting that I think this is more important than most of you do.
Charisma in D20 is basically 'stat that functions like the Smooth Operator talent'; since everything in Smooth Operator is also affected by GURPS IQ, modeling bards as IQ-based casters isn't crazy, though letting them add Smooth Operator to spellcasting would make that talent less terrible. Wisdom in d20 is a combination of perception, empathy, and willpower (it's wisdom that adds to Will saves, not charisma).
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Old 07-10-2013, 01:25 PM   #199
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Default Re: The Definite d20/D&D Conversion thread

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Bards are Charisma casters and Clerics use Wisdom, which are closer to Will or Will and Per respectively than IQ in GURPS. I'm getting that I think this is more important than most of you do.
Using another Attribute as the basis for your spellcasting would be a +20% Enhancement, in Powers, I think.

Base priests on Will, druids and rangers on 10+Animal Friend+whatever that other nature Talent was and bards on 10+Charisma+Smooth Operator+Voice.

Seems to fit.
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Old 07-10-2013, 01:27 PM   #200
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Default Re: The Definite d20/D&D Conversion thread

Just a note: we don't HAVE to adhere 100% to D&D mechanics. We can model the stuff we like, and leave aside the clunky stuff we don't.

(And each person's definition of "good stuff" and "clunky stuff" differs. :-)
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