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#1 |
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Join Date: Dec 2007
Location: Brooklyn, NY
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I have a couple of d20 supplements that list DCs for various things.
Are there any good rules on converting these into GURPS modifiers? Ideally those that would lead to similar probabilities of success and failure. This has probably come up a lot but it's not an easily googlable thing to google.
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-JC |
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#2 |
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Join Date: Sep 2010
Location: Mannheim, Baden
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As far as I know there is no easy way to just convert the the DCs straight over to GURPS skill modifiers. They are designed so that some feats are always impossible for low-level characters even on a natural twenty. The use of a d20 also means that every +1 has the same effect whereas the effect of a -1 on a GURPS modifier means different things depending on where on the bell curve the final check ends up.
If you want to do a quick and dirty conversion, I can offer the following: DC 5-10: Task difficulty (B 345) Automatic to Easy. Keep in mind that low-level D&D characters will still fail these 50% of the time or more. DC 11-15: Very Favourable to Favourable DC 16-20: Average to Very Unfavourable DC 21-30: Hard to Dangerous DC 31+: Impossible As I said most often it doesn't make sense to just convert things over without looking at how hard the check should be for the characters intended for the module. If you're lucky you can just follow the flavour text in the cases where it matters. When that doesn't help look at some sample characters of the intended levels and what they would have in their class skills. When the sample level 10 rogue has Open Locks +12, a lock with a DC of 20 is not supposed to be a significant obstacle. The thief can just take 10 if he has enough time. A DC 30 going to require considerable bonuses or luck to be opened. So I would just give the first lock a -1 or -2 modifier and the second one a -8. |
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#3 | |
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Join Date: Jan 2006
Location: Victoria, BC, Canada
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I'd suggest ignoring the DC, looking at the situation, and coming up with a GURPS TDM based on that is a better choice than trying to convert D&D DCs mechanically. If I absolutely had to do it, I'd start with something like TDM = (DC-10)*k. My initial though for a good k is 3/5 but it would take some testing and tweaking and might require a non-linear conversion function to get decent results. |
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#4 | |
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Join Date: Jan 2010
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By probabilities then: DC10 is about -0 DC13 is about -1. DC16 is about -2. DC18 is about -3. DC19 is about -4. DC20 is about -5. This, however, is distorted by GURPS using 3d6 which makes it too granular early on and too fine later. It is probably simpler to convert DCs to modifiers as (DC-10)/2. This makes the d20srd explanation of DCs fit the Basic Set description of TDMs pretty well. However, the level for "nearly impossible" doesn't fit as nicely since DC40 become -15 rather than -10. That could reflect higher expected abilities in d20 characters than in GURPS characters or suggest that typical doesn't quite line up with 10 in both systems due to skills. Alternately you could force them to line up with a crazy progression like (DC-10)^(1/1.5), rounding up. |
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#5 | |
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Join Date: Dec 2007
Location: Brooklyn, NY
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__________________
-JC |
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#6 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#7 |
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Join Date: Jan 2010
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I was accidentally thinking that modifiers are always negative as thus "making a DC a modifier" automatically involves making it negative but I think the intent is easily decipherable anyway. You are correct that there ought to be a negative sign. I prefer "-(DC-10)/2" or "the negative of (DC-10)/2" personally. The mental math just feels easier.
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#8 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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| Tags |
| conversion, failure, modifier, success |
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