converting d20 to gurps
Posted: 2005-01-23 08:49pm
anyone ever try it?
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You shall be first up against the wall when the revolution comes!! VIVA LA SILHOUETTE!!!Rogue 9 wrote:the awesomeness that is d20
Hell, viva la anything* but the AOL of pen & paper. I'll never understand the deal with those classes, especially in Star Wars...Hotfoot wrote:You shall be first up against the wall when the revolution comes!! VIVA LA SILHOUETTE!!!Rogue 9 wrote:the awesomeness that is d20
As someone running a D&D campaign and massive experience running several others in the past, let me say this:Knighthawk wrote:Ok, as someone running a D&D campaign, lemme say this:
D20 blows goats! It's clunky, obnoxious, and utterly irritating! Everytime I come up with something cool, D20 says I can't do it. It really blows. Not only that, but with the constant supplements, you have to fight to prohibit certain things from popping up in your campaign.
I have to put my bid in for Interlock (R. Talsorian's system). It's simple, disgustingly simple. Hell, I'm even considering using Interlock to make a Mobile Suit Gundam conversion.
-K
D20 is horrible ruleset to impose on a computer game.Utsanomiko wrote: Hell, it's even kind of nice when it's refined enough for use in a computer game.
Rogue opened the door when he started singing its praises and bashing GURPS. I don't see you telling him to stop knocking GURPS.Solauren wrote:Now then seriously, stop with the D20 bashing people.
Class systems are inherently limiting and unrealistic. On top of that, the entire d20 system is so abstracted it isn't even funny.If you don't get the classes Knighthawk, here's the best explaination
SPECIALIZED TRAINING
Core Class = General Practitioner (i.e Lawyer, Physists, Computer Programmer)
Prestige Class = Specialized training (i.e Copyright lawyer, Biomolecular Physisiist, Visual Basic Database Programmer)
FEATS = Extra Tricks
i.e Plea Bargin, Using Bleach, Using a 3rd party editor
Corrected for correctnessHotfoot wrote:Rouge opened the door when he started singing its praises and bashing GURPS. I don't see you telling him to stop knocking GURPS.
Doesn't hold up when I have run d20. Seriously. When I run Interlock, my ability to have people adhere to my rulings is like , 80-90%, in D20, it's more like 30-40%. I've had to reneg, and backtrack A LOT. It's unfortunate, but true.Rogue 9 wrote:As someone running a D&D campaign and massive experience running several others in the past, let me say this:Knighthawk wrote:Ok, as someone running a D&D campaign, lemme say this:
D20 blows goats! It's clunky, obnoxious, and utterly irritating! Everytime I come up with something cool, D20 says I can't do it. It really blows. Not only that, but with the constant supplements, you have to fight to prohibit certain things from popping up in your campaign.
I have to put my bid in for Interlock (R. Talsorian's system). It's simple, disgustingly simple. Hell, I'm even considering using Interlock to make a Mobile Suit Gundam conversion.
-K
You obviously don't know what the hell you're doing, son. Fighting to keep things from popping up? It's simple; hell, it's obvious what to do. You are the DM. This means you have access to the most powerful spell in the game, power word: no.
I didn't say I didn't get how they worked, I said I didn't get the deal with them. As in "what's the big deal with this crude, uncreative pidgeon-holing? And who cares about getting token +1 bonuses?"Solauren wrote: Core Class = General Practitioner (i.e Lawyer, Physists, Computer Programmer)
Prestige Class = Specialized training (i.e Copyright lawyer, Biomolecular Physisiist, Visual Basic Database Programmer)
FEATS = Extra Tricks
i.e Plea Bargin, Using Bleach, Using a 3rd party editor
Then your players are assholes. You're the DM. You have the final say. Period. They don't like it, they can find a different gaming group.Knighthawk wrote:Doesn't hold up when I have run d20. Seriously. When I run Interlock, my ability to have people adhere to my rulings is like , 80-90%, in D20, it's more like 30-40%. I've had to reneg, and backtrack A LOT. It's unfortunate, but true.Rogue 9 wrote:As someone running a D&D campaign and massive experience running several others in the past, let me say this:Knighthawk wrote:Ok, as someone running a D&D campaign, lemme say this:
D20 blows goats! It's clunky, obnoxious, and utterly irritating! Everytime I come up with something cool, D20 says I can't do it. It really blows. Not only that, but with the constant supplements, you have to fight to prohibit certain things from popping up in your campaign.
I have to put my bid in for Interlock (R. Talsorian's system). It's simple, disgustingly simple. Hell, I'm even considering using Interlock to make a Mobile Suit Gundam conversion.
-K
You obviously don't know what the hell you're doing, son. Fighting to keep things from popping up? It's simple; hell, it's obvious what to do. You are the DM. This means you have access to the most powerful spell in the game, power word: no.
*sigh* sorry, but I think d20 has worked my last nerve. It's horrible having people second guessing, and questioning everything you say... and this isn't just when I run it, it happens in games I've played in.
The amount of second guessing is horrid. Oh, and here's another big frigg'n problem with D20, the combat system promotes metagaming!
"if I do action XYZ , then I promote an attack of opportunity, but if I do ABC then XYZ I don't...we'll do it that way." Seriously, unacceptable to any hardcore gamer.
-K
While the GM does get the final say, a GM who does not know how to communicate with his players will quickly find himself without a gaming group. Playing an RPG is a two-way street. You can't play without a GM, and you can't play without players.Rogue 9 wrote:Then your players are assholes. You're the DM. You have the final say. Period. They don't like it, they can find a different gaming group.
Says the STGODer.Hotfoot wrote:Class systems are inherently limiting and unrealistic. On top of that, the entire d20 system is so abstracted it isn't even funny.
And you can't play with players who won't accept the GM's ruling. You might as well not have them if they can't deal with the game, because if they spend the entire session arguing, nothing will ever get done anyway.Hotfoot wrote:While the GM does get the final say, a GM who does not know how to communicate with his players will quickly find himself without a gaming group. Playing an RPG is a two-way street. You can't play without a GM, and you can't play without players.Rogue 9 wrote:Then your players are assholes. You're the DM. You have the final say. Period. They don't like it, they can find a different gaming group.
If it were up to me, STGODs would all be written between the turns of a Space Empires 4 game, specifically modded for the purpose.Rogue 9 wrote:Says the STGODer.
Which brings you back to point A without dealing with point B. GMs are not infallable beings, and they have a lot more responsibility towards maintaining a good game. If player and GM are incompatable, they should part ways, but what I'm saying is that if the GM is insufferable because he makes calls with absolute certainty that are quite clearly bad calls, then nobody will want to play under him anyway, thus solving the problem of whether or not the GM wants to get rid of the player.Rogue 9 wrote:And you can't play with players who won't accept the GM's ruling. You might as well not have them if they can't deal with the game, because if they spend the entire session arguing, nothing will ever get done anyway.