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#1 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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I know there have been a bunch of GURPS conversions for Earthdawn over the years, and since I've used the current Christmas in July sale at DriveThruRPG I have also become interested in this issue.
Here are my initial thoughts: - Each adept path has its own GURPS "Adept Talent", which covers the core skills of that path. It also counts as "Power Talent" for the power-ups of that path, and should likely cost 10 CP/level. - Most of the Earthdawn talents for that path can be described as "Power-Ups" in the style of GURPS Dungeon fantasy, with prerequisites based on skill level, talent level, or other advantages. They should generally have the Magic power modifier (-10%). What I am unsure of is how to model spellcasting and spell matrixes. Any ideas?
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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| Tags |
| conversion, earthdawn |
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