varryn
Initiate Douchebag
Posts: 1
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Post by varryn on Aug 22, 2016 8:07:03 GMT -8
So here's the story. I've been listening to Happy Jack's for about 6 months now, going through the whole back log. I've had some big take aways, but primarily I want to change systems to GURPS. It's been a long, hard road convincing my players to try, but they agreed. None of us have played before, and I personally taught every player on my game to play. My brother and I started in 3.0 D&D, and the rest learned Pathfinder from us. My problem is that they want to continue the current campaign, and that means I have to convert 5th level, every-supplement-under-the-sun-included+some-homebrew Pathfinder characters into GURPS 4e and I have no idea where to start. So I made an account and came here in the hopes that there's a Jacker out there who has intimate knowledge of both systems to help me out
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Post by ericfromnj on Aug 22, 2016 11:56:33 GMT -8
Find Mook
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Post by griever789 on Aug 22, 2016 12:53:52 GMT -8
I'd take a look at the gurps forum, it always a very helpful community for your gurps questions. Probrally several threads their on how to convert dnd to gurps
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Post by mook on Aug 22, 2016 15:14:51 GMT -8
Hiya varryn, I don't have more than a passing knowledge of any D&D past 2nd Edition, but I personally think a 1-for-1 conversion is the tougher way to go. Absolutely, some things will map fairly linearly - skill to use a sword is skill to use a sword - but a lot of things just won't and it's more of an art than a science. Could you maybe post one of the characters in question? As mentioned, posting on the GURPS forums couldn't hurt either, they're super helpful. There are a fair number of D&D conversion conversations as well.
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Post by zoomfarg on Aug 22, 2016 22:40:31 GMT -8
I did something similar back in the day... I converted D20 Star Wars characters to GURPS. Especially if you are continuing the campaign, I recommend converting on an as-needed basis.
I recommend talking to your group. What is it they want to keep? Party role? Class? Specific abilities? Take a Druid, for example. Does he want to preserve "nature magic guy" or a particular spell?
Let's assume they want to keep particular abilities. Lots of those are advantages. Spells are a little trickier.
For spells, I recommend GURPS Thaumatology Sorcery, or GURPS Thaumatology. Your players might just find a system in Thaumatology they like better, which would save a big headache for you. Sorcery will help you build D&D Spells in GURPS (there's a GURPS forum thread on that topic).
Personally, I had hitpoint panic when I first started GURPS. But hitpoints don't just represent getting hurt! In D20 SW, I remember something about rolling with hits... GURPs characters are squishy. But they also have the ability to block, parry or dodge. Active defenses are like AC and hitpoints rolled into one.
If you have trouble converting particular things, I'd be happy to see if I can get you pointed to the right part of GURPS. I'm not super familiar with D&D, so some description might be necessary.
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Nolinquisitor
Journeyman Douchebag
Next Project: BrigadeCon, RPGS 2 Your Science Fantasy Toolkit Supersetting
Posts: 162
Preferred Game Systems: GURPS, M&M, 7th Sea, Cypher System
Currently Playing: Playing is for the weak.
Currently Running: Cypher System, D&D 5E + Freeport
Favorite Species of Monkey: Dr. Zaius
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Post by Nolinquisitor on Sept 3, 2016 12:24:50 GMT -8
One thing I would do, since combat is different in both system and Pathfinder feats, for example, are completely useless in GURPS, I would go the Supers road, making everything the players gain meaningful, like mini-powers. For example:
Improved Initiative: Basic Speed +0.5 [10] (*That give a little edge for determining turn sequence.)
The idea is to give something to the player that they were used too, by constructing a mini-advantage, respecting what these guys were capable to do before and their themes. GURPS is very good at modeling what characters can do.
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maxinstuff
Supporter
Posts: 1,939
Preferred Game Systems: DCC RPG, Shadowrun 5e, Savage Worlds, GURPS 4e, HERO 6e, Mongoose Traveller
Favorite Species of Monkey: Proboscis
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Post by maxinstuff on Sept 5, 2016 14:41:58 GMT -8
I'd reccomend doing a one-shot in GURPS instead. Something different to break things up.
IMO if you try to convert everything to GURPS you are just setting yourself up for pain and frustration. It might sound like a good idea now but think on it and you'll see why.
You'll be converting their characters at a point in time, but as soon as they want to advance everything will turn to shit. "Where's that lvl 7 power I was supposed to get wah wah wah". You're going to have to model every progression choice they have available just so that they can play their DnD in your GURPS game.
Just continue on with the current campaign to it's conclusion and throw in some one-shots every few weeks to break things up.
Who knows, maybe those one-shots will become campaigns and completely take over your weekly game. Like a poxy GURPS virus.
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Post by jazzisblues on Sept 11, 2016 15:24:20 GMT -8
I would definitely NOT suggest a 1 to 1 conversion from any system to any other. What you want to do is capture the spirit and the essence of a character rather than try to replicate powers or spells or abilities.
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Post by greatwyrm on Sept 11, 2016 18:56:24 GMT -8
I'd also suggest looking at the Dungeon Fantasy supplements for GURPS to make the play-style a bit more like what they're accustomed to. In D&D, you can get the crap kicked out of you and be ready to go an hour later. In standard GURPS, one good hit and you're going to go lay down for a few days. That's a big shift.
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Post by jonas on Sept 11, 2016 23:07:08 GMT -8
I think a 1-1 conversion is doomed, even between similar systems.
If I had this dilemma with my group, I would try a compromise. Instead of playing the same characters, they would play the successors. Maybe they are former hirelings and sidekicks, now ready to take on the adventuring mantle of their own.
That would help with the tonal shift. The old characters can transform into myths and legends, while the new are fairly grounded. Imagine a normal medieval knight who formerly trained under Hercules.
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