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Join Date: Jul 2006
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I have lot of experience with this due to running my Majestic Wilderlands under GURPS since 1988.
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The key to make a set of template and explain the option. For example this for a Myrmidon of Set. http://www.batintheattic.com/downloa...20Template.pdf I typically go to the 4e Historical Folk netbook that is floating around as a starting point. http://www.mygurps.com/historical_folks_4e.pdf Quote:
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http://www.batintheattic.com/scourge_demon_wolf.html As for TSR or Wizards, I find using the the basic dungeons found in core books like the Porttown Dungeon in Holmes Basic D&D to be well suited for an initial foray for GURPS dungeon crawling. As that may hard to find, I recommend the dungeon in Swords & Wizardry quick start. http://www.black-blade-publishing.co...tart-pdf-.aspx My campaign have magic shops including healing potion. They are not cheap about $120 each, but a typical party in my campaign will have 2 to 6 of them as they are one of the first things they invest in. Even with healing potions, forays into well-populated dungeon tend to be hit and run affairs. The group will scout out an area, pick a target, and hit it. If injured enough they will run and recuperate. Scouting and understanding the situation in the locale or dungeon becomes very important. Because of this the dungeon tend to be more background heavy in my campaign. So that doing this has a clear payoff. I stress that the key to make GURPS work for novices is clear, well written templates. Start out with the traditional set of Fighter, Priest, Thief, and Mage and go from there. I recommend Dungeon Fantasy Henchmen as a starting point for sub 250 point campaigns. As for Dungeon Fantasy, what 250 points gets you is characters with endurance. They get injured, and badly. It is still GURPS after all. However they have just enough extra that they can last 3 or 4 encounters before recuperating. Similar to classic D&D except of course Combat takes longer to resolve most times. With my starting point of 100 to 150 points that number is one or two encounters. |
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#2 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Which is to say, more old-school (not necessarily GURPS) hit points. At 250 character points, you can avoid, bounce, absorb, heal, or just function despite more incoming damage. Each character type does so differently – higher active defenses, more wealth for buying armor (and healing potions), more ST for lugging armor (and giving more HP), naked DR, defensive buffs, healing abilities, not being seen in the first place, Luck, or just being a berserker with ridiculous HT and HP – but all that stuff costs points. If you stick to the way points are spent on the canonical DF templates, then with one or two exceptions (bard . . .), the closest old-school-to-GURPS correspondence is between old-school hit points and GURPS character points – not 1:1, obviously, but there's clearly a relationship.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#3 | |
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Join Date: Jul 2006
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I think DF does a good job of emulating AD&D 1st edition. But for OD&D 150 pt templates are a better fit. Which is ultimately why I when I adapted my Majestic Wilderlands from my GURPS notes I went with Swords & Wizardry as the base rather than OSRIC (AD&D) or d20. |
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| Tags |
| conversion, dungeons and dragons |
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