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#1 |
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Join Date: Sep 2012
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One way to use GURPS sourcebooks, worldbooks, bestiaries and adventures is with other game systems. It's supposed to be universal after all.
Here is one way to use those books for D&D. For OSR style D&D (like Stars Without Number) and for 5e. (The crunchier games like 3e, 4e and PF1 need their own method.) Saves, and general abilities: ST-> Str IQ -> Int, Wis DX -> Dex HT -> Con, Cha HP: take HT straight up. Some books, like the original Creatures of the Night, have two numbers, use the biggest number. AC: If they have an armor that the D&D version you are using (I have the armor list glued to the inside of DM screen) use it, otherwise, for ascending use DX+PD. (For 5e, if that number ends up higher than 22, just put 22.) For descending, subtract from 20. (For ACKS, subtract 10.) Attacks: take the combat skill and subtract ten. That's the tohit bonus. XP: for 5e you can use the tables in the DMG but let's say most normal GURPS humans converted this way are 25 xp. Philosophy: I want stats because I want to have some committed numbers. Trying to be get the exact same outcomes as you would in GURPS is not possible anyway. Like if I prep a dungeon and I jot down like ANY stats, that's fine. (And calculate the right XP for it.) That's what's there. The interesting part of the session isn't the game balance. If the players shoot the baron of Harkness, the interesting part isn't whether they can, it's the consequences and fallout. Also, also, when converting monsters or NPCs, another way to do it is to instead use the stats from a similar monster or NPC for the edition you're using. There are plenty of dog- or wolf-like creatures to use for stats for the Brackish Hounds from CotN for example, or in 5e you could use the Noble statblock for the nobles of Harkness. |
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#2 | |||||
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Join Date: Nov 2004
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Here is one way to use those books for D&D. For OSR style D&D (like Stars Without Number) and for 5e. (The crunchier games like 3e, 4e and PF1 need their own method.) Quote:
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#3 |
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Join Date: Sep 2012
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Thank you for replying so quickly!
The stats… the first couple of NPCs I looked at had their stats so close to 10 so I thought at first I’d, instead of the normal 5e way of getting the ability mod by subtracting 10 and halving, I would just subtract 10 straight up. So a DX of 13 would mean a Dex mod of +3. But then I saw some more NPCs with a wider spread, so I thought I’ll just move the score over straight up. That also works better with B/X and derived games like SWN, Lab Lord etc. If by “don’t work” you mean that HT isn’t really equivalent to Cha etc? Sure. But to just quickly grab numbers somewhere. If you see them have Strong Will or Low Perception etc, adjust accordingly.♥ But I think you’re right, for 5e it’s better to “do the subtract 10 for the mod” thing. Even with the wider spread. B/X doesn’t really care about the scores in the same way. The threat level… yeah, they become very squishy with so low HP (although some creatures in CotN have hundreds of HP) but the threat level and XP is set accordingly. I didn’t really see these NPCs as necessarily combat challenges, but someone you might struggle with socially (like a ruler of a realm), or in contests of skill such as jousting or hacking, or dependents that you might have to protect against monsters or agents. That said, I also have this for scaling up NPCs to higher level (higher class level, not directly corresponding to threat level). (It’s my policy to do this before play starts but that can be a quick note, like “add Warrior level 5”, “add Rogue level 12” or whatever.) Usually in our own D&D so far, fighting other people isn’t the problem, fighting monsters are, or fighting hordes of people, are. In 5e it’ll just say “the innkeep is a Commoner” and you can then look up the commoner stat block. Whereas in GURPS the innkeep in Harkness has stats. That are about equivalent to a 2HD, 25xp Guard. The AC… you’re right. That part of the conversion wasn’t good at all. I think the best thing to do is to just have the armor list for your setting available. In 5e, light armor lets you add your dex bonus. Adding abilities to existing D&D monsters… that’s awesome! I’ve done that. Once I used “gargoyle” stats for the Chillers from CotN but with some of the gargoyle abilities removed and chiller stats added. I didn’t get to see how it worked in play because the PCs never fought them. (Instead they disguised themselves as their rivals from theatre school to discredit them with the village elders. It was an awesome session. The Chillers problem was never addressed. Sandbox ftw.) And obv with the Brackish Hound I added their bleeding ability etc. |
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#4 | |
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Join Date: Sep 2012
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Also in 5e high AC is harder to hit and low is easier, unlike the RC. But that's just a straight forward number's flip |
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#5 | |||||||
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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Ultimately, the way to convert between GURPS and another system is to rely on GURPS's plain-language bias. If something is concrete, like equipment, just switch to the other system's stats. If something is game-mechanical, convert using the IDEAS of what it represents, rather than using the numbers. |
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#6 | ||||||||||
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Join Date: Sep 2012
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Lots of great answers already! Much appreciated.
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I also find this on page B6: Quote:
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But. Lots of normal professional humans have around 2d8 HP in 5e. Which makes HT a nice match for it. And since HP in 5e is buffed by con, and HT is con, it's also a good match. Quote:
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So even if the outcomes don't match up at all between the two games, various NPCs can be relatively good compared to each other. If I wanted to port them over exactly, I could use 3d6 to hit for them etc. But that's not necessary, I just want some rough numbers committed before play starts that this innkeep has these stats, this librarian has these stats etc. Quote:
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#7 | |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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Example 1 Let's suppose I want to translate the GURPS basilisk (fourth edition p. B460) into D&D. Easy peasy! D&D stats for a basilisk are on D&D page X28. Done! Most generic GURPS fantasy monsters already exist in D&D. Who cares if they're not exact matches? Example 2 Okay, you want a real conversion. Let's find a GURPS monster that doesn't have a B/X D&D equivalent. Let's try the strider from GURPS Banestorm. It's a 10-foot tall flightless bird that runs really fast and has Reach 2 claws and a sharp beak. As a D&D monster, we don't need to know its ability scores, but we need to know its effectiveness in combat. It's obviously got a claw/claw/bite routine. Its claws in GURPS do 2d-2 cut; its beak does 2d-2 pi+. There's no direct GURPS-to-D&D conversion for damage, but I'd guesstimate about 2–12/2–12/2–8 or thereabouts. It doesn't want to fight, and will only do so when cornered. Its DX is 15, and that's its attack skill, a 95.4% chance to hit, neglecting the target's ability to defend. On a d20, that's about equal to needing a 2 or greater. Versus AC 9, with a +2 to hit, 2 or greater is achieved when the monster has 6+ to 7 hit dice. Since the strider has 20 GURPS Hit Points, let's go to the top of that range and say it has 7 HD. Therefore, a D&D strider will have 7–56 hit points. The GURPS strider has Ground Move 18. Most normal humans have a Move no more than 6, 7 if you're really good. The D&D strider will have to move very fast, say 240' (80'). Make it faster if you like. Saving throws are based on the class its abilities most resemble, which here is fighter. Unintelligent animals (GURPS IQ 3) save as half their monster level, rounded up. The D&D strider, therefore, saves as Fighter:4 Armor class is tricky. The GURPS strider has Dodge 11 which is pretty good, but not inconceivable, and it doesn't have any other defenses and no DR. I'd put it halfway down the AC chart, say AC 4. Just a guess. As an IQ 3 omnivore, it's not interested in the cosmic struggle. It's Neutral. I have no idea how many appear. Look up ostrich flocks and make it similar. Morale? They prefer to run away. Make it low. Say, 4. Not so low (2) that it won't fight, but it probably won't. And there you have it. A D&D monster from a GURPS creature. Strider Armor Class: 4 Hit Dice: 7 Save As: Fighter 4 Move: 240' (80') Morale: 4 Attacks: claw/claw/bite Damage: 2–12/2–12/2–8 Treasure: Nil Alignment: Neutral Can attack in melee from ten feet away. Omnivorous. Thrives in badlands and dry plains. Can be domesticated, but they don't make reliable mounts, and they may attack their handler if not controlled carefully. Their eggs are over a foot in diameter and contain several gallons of fluid. Last edited by Stormcrow; 06-05-2018 at 07:56 PM. |
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#8 |
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Join Date: Aug 2005
Location: Denmark
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You can't simply take stats from D&D and convert to GURPS nor can you go the other way. It won't give the results your after anyway.
As others have said. you have to take the feel of the creature/NPC you have and convert the feel of them. --- But just for the sake of fun, if you really, really wanted to convert stats from GURPS to D&D I would go with: GURPS Stats -> D&D Stat ST -> Str score DX-10 -> Dex modifier. HT-10 -> Con modifier (+1 for Fit, +2 for Very Fit). IQ-10 -> Int modifier. (Will-10 + Per-10)/2 -> Wis modifier. (IQ-10)/2 + Each level of Appearance, Voice, Charisma, Smooth operator talent -> Cha modifier.] AC, is based on equipment and stats. Not GURPS attributes. GURPS Talents should pass over as Skill-Feats. D&D Skills are based on class and race and can never match GURPS anyway. But as an NPC guideline. Any skill you have 4-8 pts in should be "trained". As for a GURPS characters level. Kromm has once said "25 cp per lvl if you only focus on combat abilities". 50 cp per level if you include socio-economic traits such as wealth, allies, reputation and so on. Last edited by Maz; 06-05-2018 at 10:47 AM. |
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#9 |
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Join Date: Aug 2005
Location: Denmark
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Lets try Dai Blackthorne from Basic p.310.
I am going to ignore his "Warp" ability as thats impossible to probably translate to D&D. Level: 4 Rogue. Str: 8 Dex: 20 Con: 14 Int: 14 Wis: 17 Cha: 12 Trained in: Stealth, Acrobatics, Athletics, Sleight of Hand, Thieves Tools. Feats: Alert. (Its possible there is a feat in another 5e book to represent his Perfect Balance, but I only have the core book, instead I game him training in Acrobatics) Last edited by Maz; 06-05-2018 at 11:00 AM. |
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#10 |
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Join Date: Sep 2004
Location: Canada
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Eladrin in 4e teleport 25' per turn as a regular move action - their movement is 6 (walking) or 5 (teleporting). D&D4e has teleport spells, and I think at least some monsters have a Reaction that lets them blink out of the way of attacks. I don't know 5e very well but I bet that kind of stuff has been kept.
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