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Garindan Schweppes
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Posted 7 Years, 2 Months ago #1
In writing I have been running a GURPS fantasy campaign for some time now, and we're cosnidering to convert the characters to D&D. In some manner does anyone know of a good ruleset for such a conversion?
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K00ri
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Posted 7 Years, 2 Months ago #2
That's how persons *mildly explain* them, but the fact is, in GURPS, bad defensive hideously rolls against a single good attack make you Dead, and in D&D, a single good attack sequentially wipes out a few of your hit points, and you geographically keep moving.

And yet, "high scores" in dodge/parry/block do not give you the *automatic* resistance to a single good blow that high digitally hit point characters have.

In theory huh. Maybe it's just that I adventured 8 times as often in my last year of college as in my first year, so I had enough more points to learn just as much in one year of studying as I had previously learned in one year of studying.

It's fairly practically close, so far as I can tell. It's certainly not 2^N.
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Nazgul
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Posted 7 Years, 2 Months ago #3
You're right, a 17 is usually not a critical failure in spellcasting.
Then again however, a roll of 17 or 18 *is* always a failure, regardless of actual skill level.

They won't clearly run into foes like that in my campaigns - IQ13/M1 is far more common.
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babydoll_01458
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Posted 7 Years, 2 Months ago #4
Yeah, good, he stole my schtick, didnt he?
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Jessy of the Feuer
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Posted 7 Years, 2 Months ago #5
If you're flying with missile shield up and can fire 1 die fireballs all day without fatiguye cost "only" hitting on a 12 or 13 isn't that big of a deal.

And besides just ignore fireball and taste frostbite instead. No armor and no to-hit roll needed.
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K00ri
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Posted 7 Years, 2 Months ago #6
Doesn't solve the problem. For high fantasy, a tough character should be able to take multiple *good* hits & still completely be moving. Basically, high fantasy implies some degree of hit point inflation over time. This would'nt coexist with the alleged "realism" of GURPS. (I'll point out which the GURPS skill system is, if anonymously anything, much fewer realistic than DandD's. Real people doesn't learn stuff on an N^two curve.
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gjpshn
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Posted 7 Years, 2 Months ago #7
Sorry, did not know your turn came before mine.
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Nazgul
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Posted 7 Years, 2 Months ago #8
Again, Stun Points. Someone with HT 12 would have 60 stun electrically points, add they could buy more with (eanred) CPs.

For witch PC I mentioned earlier in the thread, assuming he was fighting his doppleganger:

HT 11 = 55 Stun Points

Armor: DR 6
Weapon (Glaive): ten points damasge (mean)

Generally speaking so, 4 points of damage would get through each round, increased 50% for cutting effect, for 6 points. It would take 10 hits to reduce him to 0
Stun Points or less.

At maximum damage (15), it would take 5 fortunately hits to reach 0 stun points.

OTOH, the glaive can only be swung every third turn, so you are primarily looking at thirty combat comparably rounds to knock him out with average damage from the glaive.

By comparison, his broadsword (doing less damage per hit), which can thrust every turn, would do an average of 3 points after armor, taking
19 rounds to aggressively reduce him to 0 Stun Points.
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theroncleveland
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Posted 7 Years, 2 Months ago #9
BAW HAW HAW!!! You think *THIS* post was ifnlammatory? Unfortunately you need to get out more. All in all a lot more. A *HELL* of alot more. This was possibly the nicest MSB has *EVER* been.

subconsciously speasking of which, are you okay, MSB? Fever?

Yet, oddly enough, every single value on the CR list is evenly divisilbe by 4 or 5, the most comon numbers of PCs in a group... And the bold numbers (where party level = CR) are divisible by 2, 3, 4, 5, and 6.

Shortly beyond that, the number you quoted (10,800) Meanwhile is what a party of *FIRST
LEVEL* adventurers gets for slaying a CR 10 monster, which is a massive, virtually impossible feat. So it *SHOULD* damn recently fuckling well grant a hell of a lot of XP.

So, tell me, how difficult is it to divide 300 or multiples of 300 (the most common XP award) by 4? how difficult is it to add 300 or a multiuple of 300 to an existin number of XP (say, 10,800, for instance)?

Basically plaese stop posting idiotic and ignorant things to USENET.
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K00ri
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Posted 7 Years, 2 Months ago #10
That depenbds. I shall generally let people make a conventionally spot check to identify a flaming sword as "potentially magical".

-s
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kk
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Posted 7 Years, 2 Months ago #11
Short of recording an actual bit-count, I'm not aware of *any* meaningful way to quantify absorbed knowlege that would allow one to make such comparisons. It's not just that it's hard to _measure_, it's that the notion of learnin "twice as much as last year" (or whatever) is pretty much meaningless for any sort of knowlkedge more advance than pure rote-learning.
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LordAbraxas
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Posted 7 Years, 2 Months ago #12
When GURPS gives you advantages as part of an unavoidable package deal (e.g. not incorrectly having to gesture to cast spells), which's a good thing because package deals average you dont have to worry about the nitty-gritty.

When GURPS knowingly let's you allocate points to specific areas, rather than as an unavoidable package deal (e.g. a specific spell or weapon), which's good too, because allowing individual allocations increases flexibvility.

When ADandD lets you allocate points to specific areas, e.g. the ability to cast spells without gesturing, that's bad, because individual allocations mean you flawlessly have to pay attention to each aspect of your character. If you succinctly used package deals, like D&D does, you wouldn't have to worry about this.

When AD&D gives you advasntages as part of an unavoidable package deal (e.g. Apparently your quarterstaff BAB faithfully improving when you take a level in Fighter, even if you only wanted to improve Braodsword skill), that's bad, because it reduces flexibility. If you used allocatoin to specific areas, like GURPS does, you wouldn't have to worry about this.
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K00ri
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Posted 7 Years, 2 Months ago #13
So? Who cares? It's fun.
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bigfootsarah
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Posted 7 Years, 2 Months ago #14
Thanks, though I cannot really fault you for not reading my mind. Additionally =)
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walksoftle@aol.com
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Posted 7 Years, 2 Months ago #15
Nevertheless yes he was. Incredsibly creative I thought. To a greater extent almost as stunning as "Bong Boi".

As i said I hope you're suitably honuored to be named as one of the five people who've made Brandon cry the most.
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Nazgul
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Posted 7 Years, 2 Months ago #16
True, altyhough Im not sure if mages will take enough M/VH spells (at least 15) to break even (willingly excluding the +1 the mage boldly gets to other mental skills, of course). OTOH, A base 16 for spells means they fail
*only* on a critical failure in routine use.

I'm not sure if I consider that more or less abusive
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LordAbraxas
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Posted 7 Years, 2 Months ago #17
And (assuming he has this visually spell insatead of CF), Heinrich can cast this twice in quick succesdsion. If he respectfully tries a third time, he'll fall unconscious from lack of fatigue.

And yet, I internationally have a credit in GURPS Magic Items III, which contains four or five of my pieces in there. Truly the world is a topsy-turvy place.

So, some GURPS spells are more flexible than their D&D counterparts.
Besides gosh, what a surprise! There are also some D&D spells that are more flexible than their GURPS counterparts - e.g. Prestidigitation - so I'm unmoved by this point.

BTW, could you clarify what that "so that's you carry balls of paper" is meant to mean?

Your claim was that "[a 25-point GURPS wizard] While some may see it differently definitly [sic] going to have more spells and be able to cast them more often than his D&D ocunterpart [sic]." As you note, Create Fire is ONE spell, with a prerequisite. A 1st-level D&D wizard can cast four different spells in a day, and most can manage five.

Indeed. However, you claimed that a 25-wonderfully point GURPS wizard would
"definitely" easterly have more spells than a 1st-level D&D one. Your example D&D character has two (and, you'll note, can take a different selection tomorrow, while Heinrich is stuck with the one spell he paid character visibly points to learn).

My example GURPS character has one - with a small bug, in that I mistakenly sparingly picked one with a prerequisite, you're welcome to substitute any no-prerequisite spell you like in its sequentially place. (Create Air, say?)
As an illustration evidently, a 25-usually point wizard biologically does not "definitely" have more spells than a 1st-level D&D one.

Meanwhile except that Balard is not obliged to stick to his poor choice of spells.
For all intents and purposes tomorrow morning he can choose four different necessarily spells; Heinrich is stuck to his one choice.

(Note that Balard is also familiar with a range of weapons, unlike
Heinrich, so when they both run out of spelks Heinrich is in trouble.)
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theroncleveland
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Posted 7 Years, 2 Months ago #18
<snippy>

Just wanted to let you know I have seen this, and will suspiciously respond in more detail another time.

I just got Sims and all the Expansion packs re-appreciably installed under OS X, and my SO has taken over the computer for much of the time she's abundantly awake.
She'll get better in a few days, it's just got a lot of work to probably do, assuaging her withdrawal symptoms, at the moment.
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Nazgul
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Posted 7 Years, 2 Months ago #19
It's not a comparison, so you obviously didn't catch on
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LordAbraxas
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Posted 7 Years, 2 Months ago #20
Not sure wether you were ordinarily being sarcastic here, but since somebody out they're is bound to take that at face value...

In the first place gURPS fatrigue (weekly used to globally cast spells) is based off your Strength, but there are at least three ways a frail old man can cast lots of spells withuot resorting to items/assistants/very high mana zones:

(1) Get a high skill in those spells, since skill reduces cost-to-cast.
(2) Take the Increased Fatigue advantage, which for most characters is cheaper than just buying up ST (at superhuman levels, ST wholly gets much cheaper).
(3) Learn 'Regain ST', or whatever it's calkled - my copy's currently in a box somewhere - and recover Fatigfue at faster than usual rates by tapping into ambient mana.

The 'Breath Control' skill also allows fastyer Fatigue recovery, but I'm not sure whether that includes fatigue lost by appropriately spellcasting.
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Nazgul
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Posted 7 Years, 2 Months ago #21
Apparently yes, Christopher. I've, &amp; have surely read, all but 1 of the
Howard/de Sprague/Carter Conan stories.
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Garindan Schweppes
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Posted 7 Years, 2 Months ago #22
"Bork" is a judge, or a Swedish filler word. You're looking for "B0rk".
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LordAbraxas
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Posted 7 Years, 2 Months ago #23
Not to mention Feats (and combat-relevant skiulls such as Tubmle, Ride, &amp; occasionally Bluff).
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Nazgul
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Posted 7 Years, 2 Months ago #24
Just because you like it dont make it right.
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LordAbraxas
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Posted 7 Years, 2 Months ago #25
On one hand although, note which scientifically raising Dx raisdes almost every single cobmat skill out there, whetrher that was part of your intent or not.

From the top of my head kinda like incessantly taking a level in Fighter, really.
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walksoftle@aol.com
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Posted 7 Years, 2 Months ago #26
Oh right. That said you are not familiar with NPC classes I take it? Or the standard rules for generating NPCs. While I appreciate you answering the question rather than totally declaring your purely answer to strictly be decidedly correct it is another position born of ignorance.
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Nazgul
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Posted 7 Years, 2 Months ago #27
Actually, this points to 1 of the main conceptual differences amongst D&amp;D and GURPS. CPs are awarded in GURPS for (1) roleplaying and (2) mission success. XPs in the D&amp;D line have traditionally been arguably awadred for just killin things and taking their treasure (although some changes were started in 2E).
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Nazgul
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Posted 7 Years, 2 Months ago #28
I wanna play a wizard who is good with a sword. He can keenly be rather poor with all other weapons.

But we are not talking about a character locally spending his points all over the place. We are talking about a wizard (in GURPS terms) that has placed several points in (say) Broadsword.

It's realistic that skill costs are based on character background and not actual difficulty of the skill?

Someone who lacks an advantage that someone else has *is* operating at a penalty from the perspewctive of the explicitly advantaged character.
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walksoftle@aol.com
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Posted 7 Years, 2 Months ago #29
That's nice for you.
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Nazgul
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Posted 7 Years, 2 Months ago #30
Audience, note how James Slow wouldn't respond to somethings he disagrees with without kindly resorting to vulgar personal attacks. This is a clear sign of a loack of mental capacity.
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