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Join Date: Sep 2004
Location: Oldenburg, Germany
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Hello, everyone!
It's been a while since I posted here - mostly because it's been a while since I ran or was involved in a GURPS game. However, I just moved to a new city and am in the process of establishing a new gaming group. I've found a few interested players, and so far they seem to be open to either D&D 5E or GURPS as the game system. And among the possible settings I have proposed, Eberron seems to find the most interest. So while I won't put in serious efforts into a new conversion until it is confirmed, it can't hurt to put some thoughts into this. It's been 11.5 years since I last made the effort, and I think I can do better now. My first thoughts: - Races: There are a bunch of D&D solid racial templates at the GURPS Repository which I can swipe, but I need to add the new Eberron races (Warforged, Shifters, Changelings, Kalashtar) as well as notes on the social stigmas the various races have. I will have to think on whether I use older templates or come up with new ones. There is some newer information on these races from the D&D 4E and 5E version of the setting though, which I should take into account. - Magic: I think "wizards" could simply use the standard spell magic system, without any school restrictions - it's not "pure" D&D, but I don't think the setting suffers by allowing "arcane spellcasters" access to healing magic. "Divine" spellcasters can get a bunch of non-spell powers in exchange - maybe I will just use the spell lists from assorted Dungeon Fantasy supplements. - Artificers: Maybe I will give them magic item-based Modular Abilities, as well as gizmos - they can jury-rig magic items together for personal use. - Dragonmarks: This is probably the toughest one - I think it's best to implement these as Powers in the style of GURPS Powers, but that's going to take some work. What are your thoughts? And have you run any GURPS Eberron games in the last few years?
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| Tags |
| conversion, eberron, eberron gurps 4e, gurps eberron |
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