Discworld d20 - Anybody want to chip in?

I have both GURPS Discworld, and GURPS Discworld Also. Being written by Pratchett, I have to assume that they are pretty close to how he sees the world. However, while I like the books pretty well themselves, I've never tried using them because I dislike the GURPS system. Using the books as a basis would be a good start for d20.
I'd put Granny at around 5-7th at the start of the series, maybe as high at 15th now. However, as has been pointed out, level really doesn't apply to these characters, which is why a point-based system like GURPS works well. The characters can be given the abilities and flaws that suit them, and don't get a whole lot of other things as well for going up in level.

I think the main problem you'll run into with any conversion is that everyone is going to have different ideas of how to do everything, so it pretty much has to be an individual project, that others probably won't use. You could try asking pterry himself though, he's active online at the alt.books.pratchett usenet newsgroup, and you can probably just email him with the address he gives there. Plus you can find some interesting discussion.

Pratchett is a very very cool guy, with at least some gamer in him.

--Seule
 

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How would you stat Rincewind?

Class: Wiz1/Coward19 (Coward being a prestige class)
STR 6
DEX 22
CON 5
INT 14
WIS 17
CHA 14
Skills: Hide 20, Move Silently 20, Every other skill relating to getting away 20 (at least)
Feats: Run, Run Faster, Run Even Faster, Run Really Fast, Run REALLY fast, Run REALLY, REALLY Fast (etc.)
Spells: 0 - none
1 - none
2 - none
3 - none
.
.
.
20 - Octavio Spell
 

Sixchan said:
How would you stat Rincewind?

Class: Wiz1/Coward19 (Coward being a prestige class)
STR 6
DEX 22
CON 5
INT 14
WIS 17
CHA 14

I'm curious. Why only Con 5? Rincewind has survived all sorts of things, avoided being poisoned, etc etc. Surely he has a very high Con?
 

I'd put Rincewind more like this:
Str: 8
Dex: 8
Con: 18
Int: 10 (or 6)
Wis: 12 (or 4)
Cha: 8

Really, he's nothing special. Other than being able to survive pretty much anything, he's not that good at anything. Not very funny, either. I've never like his books, good thing I started with Mort.
Incidentally, according to Pratchett, Mort is the best book to get new people hooked with.

--Seule
 

Well, maybe a higher CON, but I was thinking more along the lines of him not getting hit, rather than him surviving what does hit.
 

Sixchan said:
Well, maybe a higher CON, but I was thinking more along the lines of him not getting hit, rather than him surviving what does hit.
I agree however at the same time, I wouldn't give him a great Con. He definitely has a good Dex and I'd also give him a decent Int since he's studied languages and is usually ONLY one who's able to spot the solution to the problem. Wisdom would be ok too since he seems to be the only one who has a modicum of common sense. Charisma I'd have low because he's simply not a great hit with the ladies and if you've seen the various versions of 'The Last Hero' (my favourite TP book to date), you'll know he ain't that pretty either.

Rincewind

Str: 6, Con: 12, Dex: 16, Int: 14, Wis: 14, Cha: 8.

In GURPS I'd give him Weirdness Magnet, Hard to Kill, Luck (major) and Patron (The Lady).

There aren't really any equivalents in d20 for them.
 

Actually, thinking on GURPS, he'd also probably have Serendipity and Daredevil. He would have some pretty hefty disadvantages too. Although, he'd also have a fair few allies, like Cohen the Barbarian (roll 6 or less), Mustrum Ridcully (roll 6 or less), Vetinari (roll 6 or less), etc. Not that he'd ever call on them on purpose mind as that would only result in... adventure.
 

Fourecks said:

I agree however at the same time, I wouldn't give him a great Con. He definitely has a good Dex and I'd also give him a decent Int since he's studied languages and is usually ONLY one who's able to spot the solution to the problem. Wisdom would be ok too since he seems to be the only one who has a modicum of common sense. Charisma I'd have low because he's simply not a great hit with the ladies and if you've seen the various versions of 'The Last Hero' (my favourite TP book to date), you'll know he ain't that pretty either.

Rincewind

Str: 6, Con: 12, Dex: 16, Int: 14, Wis: 14, Cha: 8.

In GURPS I'd give him Weirdness Magnet, Hard to Kill, Luck (major) and Patron (The Lady).

There aren't really any equivalents in d20 for them.

I dunno. In Interesting Times, he was awfully popular, so he might have a higher Charisma. And I'd still have his dexterity above 18, since he is a fast runner, and since almost all NPCs that are Campaign specific have very high stats, so Rincewind not even having one seems a little...out.

Hmm...what would Carrot's charisma be? Well above 20, I'd say. Could even be in the 30s...;)
 

Re: My contribution

Fourecks said:

--Snipped--

I like this a lot!

And now for my take on the Stronginthearm Piecemaker, because as we all know, it's not the levels that make the hero, it's the weapon's they're carrying.

Exotic, Huge, Ranged
Piecemaker, 3d6, 19-20/3x crit, 100' range.
It takes 6 rounds to reload the Piecemaker with a winch, however a character with a Str modifier above +8 can reload it by hand in one round. When loaded with the arrow bundles developed by Detritus, it deals 3d6 damage to everything within a 100' cone, Reflex for half DC 18.
 

Just had to get in on the fun...

MY version of Rincewind (32 point-buy):

Rincewind, Male Human Rog2/Exp6/Wiz1: Medium Humanoid ; HD 2d6+4 (Rogue), 6d6+12 (Expert), 1d4+2 (Wizard); hp 34; Init +7; Spd 30; AC 13; Atk +4 base melee, +8 base ranged; AL CG; SV Fort +4, Ref +10, Will +6; STR 9, DEX 16, CON 15, INT 9, WIS 8, CHA 18.

Known Languages: Pick 11. :)

Skills: Bluff +9, Decipher Script +9, Escape Artist +15, Gather Information +10, Hide +12, Intimidate +10, Intuit Direction +5, Knowledge (arcana) +11, Listen +6, Sense Motive +7, Speak Language +10, Spot +1, Use Magic Device +5. Feats: Alertness, Improved Familiar (The Luggage), Improved Initiative, Lightning Reflexes, Run, Scribe Scroll.

Special Abilities: Sneak Attack +1d6 (a good, swift kick in the junk); Evasion; Expert Class Skills: Escape Artist, Hide, Profession, Search, Sense Motive, Intuit Direction, Speak Language, Use Magic Device, Knowledge (arcana), Listen; Summon familiar (His kind of found him...).

Spells Known: None.

--

Familiar: The Luggage, Medium-size Construct; HD 9d10 (Construct) ; hp 49 (or 17 if you're a rules schtickler); Init +0; Spd 30; AC 14; Atk +4 base melee, +1 base ranged; +4 melee ( 1d6+4, Bite ); SA: Improved Grab, Swallow Hole; SQ: Magic Immunity, DR 10/+1, Extradimensional pocket, Construct Traits; AL N; SV Fort +0, Ref +0, Will -5; STR 16, DEX 10, CON --, INT --, WIS 1, CHA 18.

Skills: Hide +15, Listen +5, Move Silently +5, Search +5, Spellcraft +5, Spot +5. Feats: Power Attack, Cleave.

COMBAT (gulp!):
Magic Immunity (Ex): The Luggage is immune to all spells, spell-like abilities, and supernatural effects. As far as I can recall, anyway.
Improved Grab (Ex): To use this ability, The Luggage must hit with its bite attack. If it gets a hold, it can attempt to swallow the opponent.
Swallow Whole (Ex): The Luggage can try to swallow a grabbed opponent of Medium-size or smaller by making a successful grapple check (grapple bonus +5). Once inside the extradimensional pocket (see below), the opponent cannot escape without outside assistance or really cool spells.
Extradimensional Pocket (Su): The Luggage can store things in its extradimensional "mouth". Treat this as a bag of holding (Bag 4, Pg. 207, DMG). Only the Luggage or someone the Luggage "likes" can access this space.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

rincewind.jpg


:)
 
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