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Old 10-14-2004, 08:22 AM   #1
The Cardinal
 
Join Date: Aug 2004
Location: Germany
Default Re: GURPS MIDNIGHT Conversion

Quote:
Originally Posted by garyb
...but are you going to convert your conversion to 4th edition?
well, not within the next 8 weeks: my own booth at the Spiel '04, maybe Banestorm and Traveller: IW playtests, 3 new campaigns, new players, and work on my gigantic homebrew... But if *you* want to try to convert my conversion: hey, you're welcome!
;)
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Old 10-14-2004, 08:56 AM   #2
garyb
 
Join Date: Oct 2004
Location: Florida
Default Re: GURPS MIDNIGHT Conversion

Quote:
Originally Posted by The Cardinal
well, not within the next 8 weeks: my own booth at the Spiel '04, maybe Banestorm and Traveller: IW playtests, 3 new campaigns, new players, and work on my gigantic homebrew... But if *you* want to try to convert my conversion: hey, you're welcome!
;)
Thanks I think it'll at least give a head start... :)
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Old 10-14-2004, 05:10 PM   #3
errant42
 
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Join Date: Aug 2004
Default Re: GURPS MIDNIGHT Conversion

After reading over the sample material and The Cardinal's 3e conversion, here are my initial thoughts:

1. Starting points, wealth, etc. If 150 + 100 disad was appropriate in 3e, I think 200 + 100 would be about right for 4e. I think the limitations on Heroic Paths can be dropped -- I feel that the points-based nature of GURPS should limit these adequately. A character who spends a lot of points on a Heroic Path will suffer in other areas (attributes, normal advantages, etc), and be balanced overall.

Wealth can probably stay the same ($1000, only 5% may be kept as coinage).

2. Templates. Racial template will obviously be a must, and I think class templates are a good idea to help establish an idea of what is typical and expected for different character types. The race templates in the conversion will obviously need to be updated to 4e, but otherwise seem good.

3. Magic. I'll probably wait for Magic 4e before I dive into any magic system too deeply. My general inclination is to use Umana rules, with a Normal mana level for most of the campaign world. I'd do away with most of the limitations in the conversion, but that's just general preference, and may change once I've read over the setting-specific d20 magic rules in the core book.

4. Heroic Paths. Here's where I'd do things quite a bit differently. Rather than break these into levelled advantages for 10 pts/level, I'd make each Heroic Path a seperate Unusual Background, costing perhaps 15-20 points. Each Path/UB would allow the character to purchase certain specific Exotic and Supernatural advantages that wouldn't be normally available to other characters. I wouldn't really limit how many of these advantages a character could buy, but I might make some prerequisite to others (e.g. a Fey-Blooded character must already have Night Vision to buy Dark Vision, etc). I would also allow them to be bought with earned CP.

5. New Advantages/Disadvantages. Covenant Items will require some attention ... they could be bought as signature gear, but the owner should be able to invest earned CP into making them more powerful. With the exception of Battle Rage, most of the other new traits are pretty well covered by 4e ... Defender Training = Trained by a Master, Weapon Master = Weapon Master, and so on.

For Battle Rage, I think building a Berserker template with bonuses to ST, HT, and certain inherent advantages and disadvantages, and then giving it to a character with the limitation: Costs Fatigue (perhaps 4/minute) would be appropriate.
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