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<blockquote data-quote="Dogbrain" data-source="post: 1677665" data-attributes="member: 14980"><p>Here we go:</p><p></p><p>I have re-mapped the GURPS engine from a 3d6 cumulative probability curve</p><p>onto percentile increments--I got tired of the 3-18 granularity of GURPS. </p><p>Given that they're house rules, it's more a set of notes than full-fledged</p><p>rules. Like all house rules, it's kludgy and ugly, but I can make it go,</p><p>and maybe somebody else could mine it for some ideas to suit their own</p><p>style. Remember, all of the following presumes the use of percentile</p><p>dice.</p><p></p><p>Attributes would be purchased using the following chart:</p><p></p><p>[CODE]</p><p>Score Cost Score Cost Score Cost</p><p> 1 -44 32 -13 70 16</p><p> 2 -43 33 -12 71 17</p><p> 3 -42 34 -11 72 18</p><p> 4 -41 35 -10 73 19</p><p> 5 -40 36 -9 74 20</p><p> 6 -39 37 -8 75 21</p><p> 7 -38 38 -7 76 22</p><p> 8 -37 39 -6 77 23</p><p> 9 -36 40 -5 78 24</p><p> 10 -35 42 -4 79 25</p><p> 11 -34 44 -3 80 26</p><p> 12 -33 46 -2 81 27</p><p> 13 -32 48 -1 82 28</p><p> 14 -31 49 -0.5 83 29</p><p> 15 -30 50 0 84 30</p><p> 16 -29 51 0.5 85 31</p><p> 17 -28 52 1 86 33</p><p> 18 -27 54 2 87 35</p><p> 19 -26 56 3 88 37</p><p> 20 -25 58 4 89 39</p><p> 21 -24 59 5 90 41</p><p> 22 -23 60 6 91 44</p><p> 23 -22 61 7 92 47</p><p> 24 -21 62 8 93 50</p><p> 25 -20 63 9 94 55</p><p> 26 -19 64 10 95 60</p><p> 27 -18 65 11 96 65</p><p> 28 -17 66 12 97 70</p><p> 29 -16 67 13 98 80</p><p> 30 -15 68 14 99 90</p><p> 31 -14 69 15 100 100</p><p> each +1 10</p><p>[/CODE]</p><p></p><p>ST/HT Effects Are summarized on the very long table below:</p><p></p><p>[CODE]</p><p>Score Swing Thrust Lift Fatigue/HP</p><p> 1 0 0 1.4 1</p><p> 2 0 0 1.6 1</p><p> 3 0 0 1.8 1</p><p> 4 0 0 2 1</p><p> 5 0 0 2.2 1</p><p> 6 0 0 2.4 1</p><p> 7 0 0 2.6 1</p><p> 8 0 0 2.8 1</p><p> 9 0 0 3 1</p><p> 10 0 0 3.2 2</p><p> 11 0 0 3.4 2</p><p> 12 0 0 3.6 2</p><p> 13 0 0 3.8 2</p><p> 14 0 0 4 2</p><p> 15 0 0 4.2 3</p><p> 16 1d-5 1d-5 4.4 3</p><p> 17 1d-5 1d-5 4.6 3</p><p> 18 1d-5 1d-5 4.8 3</p><p> 19 1d-5 1d-5 5 3</p><p> 20 1d-4 1d-4 5.2 4</p><p> 21 1d-4 1d-4 5.4 4</p><p> 22 1d-4 1d-4 5.6 4</p><p> 23 1d-4 1d-4 5.8 4</p><p> 24 1d-3 1d-3 6 4</p><p> 25 1d-3 1d-3 6.2 5</p><p> 26 1d-3 1d-3 6.4 5</p><p> 27 1d-3 1d-3 6.6 5</p><p> 28 1d-3 1d-3 6.8 5</p><p> 29 1d-2 1d-3 7 5</p><p> 30 1d-2 1d-3 7.2 6</p><p> 31 1d-2 1d-3 7.4 6</p><p> 32 1d-2 1d-3 7.6 6</p><p> 33 1d-2 1d-3 7.8 6</p><p> 34 1d-2 1d-3 8 6</p><p> 35 1d-2 1d-3 8.2 7</p><p> 36 1d-1 1d-3 8.4 7</p><p> 37 1d-1 1d-3 8.6 7</p><p> 38 1d-1 1d-3 8.8 7</p><p> 39 1d-1 1d-3 9 7</p><p> 40 1d-1 1d-2 9.2 8</p><p> 42 1d-1 1d-2 9.5 8</p><p> 44 1d-1 1d-2 9.7 8</p><p> 46 1d-1 1d-2 9.8 9</p><p> 48 1d 1d-2 9.9 9</p><p> 49 1d 1d-2 9.9 9</p><p> 50 1d 1d-2 10 10</p><p> 51 1d 1d-2 10.1 10</p><p> 52 1d 1d-2 10.1 10</p><p> 54 1d 1d-2 10.2 10</p><p> 56 1d 1d-2 10.3 10</p><p> 58 1d+1 1d-2 10.5 10</p><p> 59 1d+1 1d-2 10.6 10</p><p> 60 1d+1 1d-1 10.6 11</p><p> 61 1d+1 1d-1 10.7 11</p><p> 62 1d+1 1d-1 10.8 11</p><p> 63 1d+1 1d-1 10.9 11</p><p> 64 1d+1 1d-1 11 11</p><p> 65 1d+1 1d-1 11.1 11</p><p> 66 1d+1 1d-1 11.2 11</p><p> 67 1d+1 1d-1 11.3 11</p><p> 68 1d+1 1d-1 11.4 11</p><p> 69 1d+2 1d-1 11.5 11</p><p> 70 1d+2 1d-1 11.6 12</p><p> 71 1d+2 1d-1 11.7 12</p><p> 72 1d+2 1d-1 11.8 12</p><p> 73 1d+2 1d-1 11.9 12</p><p> 74 1d+2 1d-1 12 12</p><p> 75 1d+2 1d-1 12.1 12</p><p> 76 1d+2 1d-1 12.2 12</p><p> 77 1d+2 1d-1 12.3 12</p><p> 78 1d+2 1d-1 12.4 12</p><p> 79 1d+2 1d-1 12.5 12</p><p> 80 1d+2 1d 12.6 13</p><p> 81 1d+2 1d 12.7 13</p><p> 82 1d+2 1d 12.8 13</p><p> 83 1d+2 1d 12.9 13</p><p> 84 1d+2 1d 13 13</p><p> 85 1d+2 1d 13.1 13</p><p> 86 2d-1 1d 13.2 13</p><p> 87 2d-1 1d 13.4 13</p><p> 88 2d-1 1d 13.5 14</p><p> 89 2d-1 1d 13.7 14</p><p> 90 2d-1 1d 13.8 14</p><p> 91 2d 1d 14 14</p><p> 92 2d 1d 14.2 14</p><p> 93 2d 1d 14.4 14</p><p> 94 2d+1 1d 14.7 15</p><p> 95 2d+1 1d+1 15 15</p><p> 96 2d+1 1d+1 15.3 15</p><p> 97 2d+2 1d+1 15.6 16</p><p> 98 2d+2 1d+1 16 16</p><p> 99 3d-1 1d+1 16.5 16</p><p> 100 3d-1 1d+2 17 17</p><p> 101 3d 1d+2 17.5 17</p><p> 102 3d 1d+2 18 18</p><p> 103 3d+1 1d+2 18.5 18</p><p> 104 3d+1 2d-1 19 19</p><p> 105 3d+2 2d-1 19.5 19</p><p> +1 +1 per 2 +1 per 4 +0.5 +2 per 5</p><p>[/CODE]</p><p></p><p></p><p>"Lift" is used where standard GURPS rules would use ST to determine</p><p>lifting ability, carry capacity, encumbrance level, and muscle-powered</p><p>weapon ranges.</p><p></p><p>The following tables replace the skill purchase tables</p><p></p><p>[CODE]</p><p>Physical Skills</p><p> Points Easy Average Hard</p><p> 0.5 DX-11 DX-24 DX-35</p><p> 1 DX DX-12 DX-23</p><p> 2 DX+11 DX DX-12</p><p> 3 DX+17 DX+7 DX-5</p><p> 4 DX+22 DX+12 DX</p><p> 5 DX+25 DX+15 DX+4</p><p> 6 DX+28 DX+18 DX+7</p><p> 7 DX+31 DX+21 DX+10</p><p> 8 DX+33 DX+23 DX+12</p><p>each +2 +3 +3 +3</p><p></p><p>Mental Skills</p><p> Points Easy Average Hard Very Hard</p><p> 0.5 IQ-12 IQ-24 IQ-34 IQ-41</p><p> 1 IQ IQ-12 IQ-22 IQ-31</p><p> 2 IQ+12 IQ IQ-11 IQ-20</p><p> 3 IQ+19 IQ+7 IQ-4 IQ-14</p><p> 4 IQ+24 IQ+12 IQ IQ-10</p><p> 5 IQ+30 IQ+18 IQ+6 IQ-7</p><p> 6 IQ+36 IQ+24 IQ+12 IQ-4</p><p> 7 IQ+42 IQ+30 IQ+18 IQ-2</p><p> 8 IQ+48 IQ+36 IQ+24 IQ</p><p>each +1 +6 +6 +6 +3</p><p></p><p>Martial Arts Maneuvers</p><p> Points Average Hard</p><p> 0.5 Def+12</p><p> 1 Def+18 Def+12</p><p> 2 Def+24 Def+18</p><p>each +1 +6 +6</p><p></p><p>Mental Skill Maneuvers</p><p>Non-Very Hard Skills</p><p> points average hard</p><p> 0.5 Def+24 Def+18</p><p> 1 Def+36 Def+24</p><p>each +1 +24 +24</p><p></p><p>Very Hard Skills</p><p> points average hard</p><p> 0.5 Def+18 Def+12</p><p> 1 Def+24 Def+18</p><p> 2 +36 +24</p><p>each +1 +12 +12</p><p></p><p>Voodoo Rituals</p><p>Each point gives a +6 modifier.</p><p>[/CODE]</p><p></p><p>The following changes need to be made in the GURPS game engine:</p><p></p><p>Default penalties are multiplied by 10, as should be circumstantial</p><p>modifiers (range, equipment, visibility, etc.). For example, a skill that</p><p>defaults to DX-4 under current GURPS rules now defaults to DX-40. The GM</p><p>can now add an additional level of fine-tuning by applying "intermediate"</p><p>situational modifiers. Whether modifiers due to Advantages and</p><p>Disadvantages should be multiplied by five or by ten is debatable. I</p><p>would personally rule for a five multiple for Advantages and a ten for</p><p>Disadvantages, but I consider Advantage-derived bonuses to be far too</p><p>cheap in standard GURPS. The effect of feints and other combat-modifying</p><p>maneuvers should not be altered (from already-modified skills) if the</p><p>effect is directly read from the dice. It should be multiplied by ten if</p><p>it is a fixed effect.</p><p></p><p></p><p>Automatic critical success occurs on a natural roll of 01-02. A modified</p><p>critical success occurs when the number rolled is 90 or more points lower</p><p>than the modified skill or attribute.</p><p></p><p>An automatic failure occurs on any roll of 99-00. A natural 00 is a</p><p>fumble. Likewise a fumble has occurred if the die roll is 90 or more</p><p>points higher than the modified score against which the player was</p><p>rolling.</p><p></p><p>For contests of skill, replace "14" with "90" when adjusting downward for</p><p>high skill.</p><p></p><p>I'm sure that I haven't included everything I do, but this is what I have</p><p>gotten together for this. It does make the granularity of the game a good</p><p>deal finer.</p></blockquote><p></p>
[QUOTE="Dogbrain, post: 1677665, member: 14980"] Here we go: I have re-mapped the GURPS engine from a 3d6 cumulative probability curve onto percentile increments--I got tired of the 3-18 granularity of GURPS. Given that they're house rules, it's more a set of notes than full-fledged rules. Like all house rules, it's kludgy and ugly, but I can make it go, and maybe somebody else could mine it for some ideas to suit their own style. Remember, all of the following presumes the use of percentile dice. Attributes would be purchased using the following chart: [CODE] Score Cost Score Cost Score Cost 1 -44 32 -13 70 16 2 -43 33 -12 71 17 3 -42 34 -11 72 18 4 -41 35 -10 73 19 5 -40 36 -9 74 20 6 -39 37 -8 75 21 7 -38 38 -7 76 22 8 -37 39 -6 77 23 9 -36 40 -5 78 24 10 -35 42 -4 79 25 11 -34 44 -3 80 26 12 -33 46 -2 81 27 13 -32 48 -1 82 28 14 -31 49 -0.5 83 29 15 -30 50 0 84 30 16 -29 51 0.5 85 31 17 -28 52 1 86 33 18 -27 54 2 87 35 19 -26 56 3 88 37 20 -25 58 4 89 39 21 -24 59 5 90 41 22 -23 60 6 91 44 23 -22 61 7 92 47 24 -21 62 8 93 50 25 -20 63 9 94 55 26 -19 64 10 95 60 27 -18 65 11 96 65 28 -17 66 12 97 70 29 -16 67 13 98 80 30 -15 68 14 99 90 31 -14 69 15 100 100 each +1 10 [/CODE] ST/HT Effects Are summarized on the very long table below: [CODE] Score Swing Thrust Lift Fatigue/HP 1 0 0 1.4 1 2 0 0 1.6 1 3 0 0 1.8 1 4 0 0 2 1 5 0 0 2.2 1 6 0 0 2.4 1 7 0 0 2.6 1 8 0 0 2.8 1 9 0 0 3 1 10 0 0 3.2 2 11 0 0 3.4 2 12 0 0 3.6 2 13 0 0 3.8 2 14 0 0 4 2 15 0 0 4.2 3 16 1d-5 1d-5 4.4 3 17 1d-5 1d-5 4.6 3 18 1d-5 1d-5 4.8 3 19 1d-5 1d-5 5 3 20 1d-4 1d-4 5.2 4 21 1d-4 1d-4 5.4 4 22 1d-4 1d-4 5.6 4 23 1d-4 1d-4 5.8 4 24 1d-3 1d-3 6 4 25 1d-3 1d-3 6.2 5 26 1d-3 1d-3 6.4 5 27 1d-3 1d-3 6.6 5 28 1d-3 1d-3 6.8 5 29 1d-2 1d-3 7 5 30 1d-2 1d-3 7.2 6 31 1d-2 1d-3 7.4 6 32 1d-2 1d-3 7.6 6 33 1d-2 1d-3 7.8 6 34 1d-2 1d-3 8 6 35 1d-2 1d-3 8.2 7 36 1d-1 1d-3 8.4 7 37 1d-1 1d-3 8.6 7 38 1d-1 1d-3 8.8 7 39 1d-1 1d-3 9 7 40 1d-1 1d-2 9.2 8 42 1d-1 1d-2 9.5 8 44 1d-1 1d-2 9.7 8 46 1d-1 1d-2 9.8 9 48 1d 1d-2 9.9 9 49 1d 1d-2 9.9 9 50 1d 1d-2 10 10 51 1d 1d-2 10.1 10 52 1d 1d-2 10.1 10 54 1d 1d-2 10.2 10 56 1d 1d-2 10.3 10 58 1d+1 1d-2 10.5 10 59 1d+1 1d-2 10.6 10 60 1d+1 1d-1 10.6 11 61 1d+1 1d-1 10.7 11 62 1d+1 1d-1 10.8 11 63 1d+1 1d-1 10.9 11 64 1d+1 1d-1 11 11 65 1d+1 1d-1 11.1 11 66 1d+1 1d-1 11.2 11 67 1d+1 1d-1 11.3 11 68 1d+1 1d-1 11.4 11 69 1d+2 1d-1 11.5 11 70 1d+2 1d-1 11.6 12 71 1d+2 1d-1 11.7 12 72 1d+2 1d-1 11.8 12 73 1d+2 1d-1 11.9 12 74 1d+2 1d-1 12 12 75 1d+2 1d-1 12.1 12 76 1d+2 1d-1 12.2 12 77 1d+2 1d-1 12.3 12 78 1d+2 1d-1 12.4 12 79 1d+2 1d-1 12.5 12 80 1d+2 1d 12.6 13 81 1d+2 1d 12.7 13 82 1d+2 1d 12.8 13 83 1d+2 1d 12.9 13 84 1d+2 1d 13 13 85 1d+2 1d 13.1 13 86 2d-1 1d 13.2 13 87 2d-1 1d 13.4 13 88 2d-1 1d 13.5 14 89 2d-1 1d 13.7 14 90 2d-1 1d 13.8 14 91 2d 1d 14 14 92 2d 1d 14.2 14 93 2d 1d 14.4 14 94 2d+1 1d 14.7 15 95 2d+1 1d+1 15 15 96 2d+1 1d+1 15.3 15 97 2d+2 1d+1 15.6 16 98 2d+2 1d+1 16 16 99 3d-1 1d+1 16.5 16 100 3d-1 1d+2 17 17 101 3d 1d+2 17.5 17 102 3d 1d+2 18 18 103 3d+1 1d+2 18.5 18 104 3d+1 2d-1 19 19 105 3d+2 2d-1 19.5 19 +1 +1 per 2 +1 per 4 +0.5 +2 per 5 [/CODE] "Lift" is used where standard GURPS rules would use ST to determine lifting ability, carry capacity, encumbrance level, and muscle-powered weapon ranges. The following tables replace the skill purchase tables [CODE] Physical Skills Points Easy Average Hard 0.5 DX-11 DX-24 DX-35 1 DX DX-12 DX-23 2 DX+11 DX DX-12 3 DX+17 DX+7 DX-5 4 DX+22 DX+12 DX 5 DX+25 DX+15 DX+4 6 DX+28 DX+18 DX+7 7 DX+31 DX+21 DX+10 8 DX+33 DX+23 DX+12 each +2 +3 +3 +3 Mental Skills Points Easy Average Hard Very Hard 0.5 IQ-12 IQ-24 IQ-34 IQ-41 1 IQ IQ-12 IQ-22 IQ-31 2 IQ+12 IQ IQ-11 IQ-20 3 IQ+19 IQ+7 IQ-4 IQ-14 4 IQ+24 IQ+12 IQ IQ-10 5 IQ+30 IQ+18 IQ+6 IQ-7 6 IQ+36 IQ+24 IQ+12 IQ-4 7 IQ+42 IQ+30 IQ+18 IQ-2 8 IQ+48 IQ+36 IQ+24 IQ each +1 +6 +6 +6 +3 Martial Arts Maneuvers Points Average Hard 0.5 Def+12 1 Def+18 Def+12 2 Def+24 Def+18 each +1 +6 +6 Mental Skill Maneuvers Non-Very Hard Skills points average hard 0.5 Def+24 Def+18 1 Def+36 Def+24 each +1 +24 +24 Very Hard Skills points average hard 0.5 Def+18 Def+12 1 Def+24 Def+18 2 +36 +24 each +1 +12 +12 Voodoo Rituals Each point gives a +6 modifier. [/CODE] The following changes need to be made in the GURPS game engine: Default penalties are multiplied by 10, as should be circumstantial modifiers (range, equipment, visibility, etc.). For example, a skill that defaults to DX-4 under current GURPS rules now defaults to DX-40. The GM can now add an additional level of fine-tuning by applying "intermediate" situational modifiers. Whether modifiers due to Advantages and Disadvantages should be multiplied by five or by ten is debatable. I would personally rule for a five multiple for Advantages and a ten for Disadvantages, but I consider Advantage-derived bonuses to be far too cheap in standard GURPS. The effect of feints and other combat-modifying maneuvers should not be altered (from already-modified skills) if the effect is directly read from the dice. It should be multiplied by ten if it is a fixed effect. Automatic critical success occurs on a natural roll of 01-02. A modified critical success occurs when the number rolled is 90 or more points lower than the modified skill or attribute. An automatic failure occurs on any roll of 99-00. A natural 00 is a fumble. Likewise a fumble has occurred if the die roll is 90 or more points higher than the modified score against which the player was rolling. For contests of skill, replace "14" with "90" when adjusting downward for high skill. I'm sure that I haven't included everything I do, but this is what I have gotten together for this. It does make the granularity of the game a good deal finer. [/QUOTE]
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