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Old 05-09-2009, 10:39 PM   #1
Wraithe
 
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Default Re: Converting D&D to GURPS: Combat Comparison

Quote:
Originally Posted by Gollum
The problem with D&D hit points, no matter the edition, is that they don't only mean ability to take injuries. They also mean skill and luck or destiny.

Indeed, a warrior who reaches the level 20 is not far much bigger and stronger than when he was at level 1. He remains an ordinary man, who can be killed by one good axe blow (decapitation). But, during combat, he will loose his hit points much more slowly, which just means that he is harder to kill: he is able to avoid or reduce the effect of much more blows. A blow that was dangerous for him (a sword blow for instance) becomes a mere scratch...
I'm so glad to read this summary, it was so dead on - That realization was what caused my initial moving away from the AD&D base rules system - I started using alternate hit points from Arduin Grimoire, because of the fact that you simply couldn't have low-level players adventure with high levels, due to the fact that they would almost inevitably die in the first fight.

For the OP, I thought your skeleton was pretty decent. The trick to my mind is: What is the flavour of the creature you are trying to build? After that, it's just a matter of how it works for you and your players.

Are you looking for the scuttling, quick skeletons from "Jason and the Argonauts" or an Unstoppable Undead Juggernaut version of "The Terminator"? Are they smart? Are they cannon fodder? Somewhere in between?

As others have pointed out, you're really not going to get easy formulaic translation of the existing Monster Manual creatures. If you could, other would have done it (and some folks have done some of the creatures out there, if you dig around).

On The Other Hand, it frees you to try new, interesting things. In fact, that "Terminator" skeleton sounds VERY interesting, now that I've said it. :)

Edit: Oh, and in case the OP didn't read Gavynn's Post. Really. Go read it. Excellent!

Last edited by Wraithe; 05-09-2009 at 11:08 PM. Reason: Addendum to recommend Gavynn post
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Old 05-12-2009, 05:11 AM   #2
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Default Re: Converting D&D to GURPS: Combat Comparison

Quote:
Originally Posted by Gollum
The problem with D&D hit points, no matter the edition, is that they don't only mean ability to take injuries. They also mean skill and luck or destiny.

Indeed, a warrior who reaches the level 20 is not far much bigger and stronger than when he was at level 1. He remains an ordinary man, who can be killed by one good axe blow (decapitation). But, during combat, he will loose his hit points much more slowly, which just means that he is harder to kill: he is able to avoid or reduce the effect of much more blows. A blow that was dangerous for him (a sword blow for instance) becomes a mere scratch...
And he is so skillful and lucky that it takes ten times as much healing magic or ten times as many potions to make him whole when he has been injured to the same extent.
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Last edited by Agemegos; 05-12-2009 at 05:17 AM.
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Old 05-12-2009, 04:11 AM   #3
maximara
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Default Re: Converting D&D to GURPS: Combat Comparison

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Originally Posted by abates17
Thoughts? Comments? Suggestions?
I did a D&D 3.5 to GURPS 4e sheet a while ago and I consider much of the information still viable to D&D 4.x.

Note I tend to ignore special features that complicate conversion. Considering that Control Zombie is a lot more acceptable than its D&D counterpart Skeletons are not going to be as much a pain as they are in D&D.
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