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Month Index: May, 1997
From: John Dye <jcd@????????????.net> Date: Sun, 11 May 1997 09:05:50 -0400 Subject: Re: GURPS Current conversions and a revision
I saw the GURPS SJ conversion on the web, and I am not sure that it accurately reflects the genre. Experience (which equals power in AD&D) is the qualifying factor. This is not to cast aspersions on his excellent work. Minor Helm speed- SR 1 + 1/10 of points spent in spells and/or "spell only" fatigue. Skill benefits still applies (i.e. 15-17 +1) Major Helm speed- SR 1 + Magery # + 1/10 points spent in "magic" skills. Skill benefits apply here too. Magic skills are Thaumatology, Throwing (spell), Body Sense, et al. It does not include any skill that is not directly applicable to the use of a spell (except thaumatolgy) ************************************************************************ One way to deal with the loss of spell casting ability, is to give the mage a seperate stat: Magical Fatigue, which is only applicable to spells. It takes twice as long to refresh (but you don't need to rest to regain it) and magery is suspended to keep high order spells from being cast. ************************************************************************ On a totally sepate note, looking at what I have thus far, Humans, Elves, Giff, Tinker Gnomes, Illithid, and K'R'R'R' are the only creatures which should really be in the SJ universe. They make the most sense. (I really dislike Beholders. They are so obviously an artificial creature). On a further note, I am doing an "evolution" of the Illithid, both as an explaination of them, and as a GURPS conversion. Debate?
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Month Index: May, 1997