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Dungeons and Discworlds !?!
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<blockquote data-quote="Jürgen Hubert" data-source="post: 3377421" data-attributes="member: 7177"><p>Hinduism. They have what, several <em>millions</em> of deities? The same goes for any religion with strong animistic tendencies.</p><p></p><p></p><p></p><p>By the time you wrote them all up in D&D terms, you'd have spend most of the book on such matters, with litte left for the world description.</p><p></p><p>Look, I'm not saying that writing up Discworld for D&D is <em>impossible</em>. It's just that D&D as written has a fairly rigid set of assumptions about the characters, and the characters of the Discworld series deviate strongly from these assumptions, thus requiring very lengthy rewrites.</p><p></p><p>In GURPS, on the other hand, the purely mechanical aspects of a racial template could be done in a single paragraph - two paragraphs in the case of the more varied races (such as vampires and werewolves). Similarly, the mechanics for either witchcraft or wizardry could be described in half a page with GURPS 4e (though I must admit that that was one of the weaker points of GURPS 3e, which tried to fit magic into the "standard" spell system and is somewhat klunky. GURPS 4e would be much better in that regard).</p><p></p><p>Furthermore, it is very easy to custom-build characters with very <em>strange</em> abilities in GURPS, while the same thing is rather hard in D&D. A d20 Discworld product might barely be able to cover all varieties of character types as seen in the books (though I am doubtful), but it would be hard pressed to deal with character concepts not described in the book but which nevertheless fit right into the world.</p><p></p><p></p><p></p><p>Here is a challenge to all who read it: Come up with the most outrageous character concepts imaginable which nevertheless fit into the Discworld, and describe their powers. I will then try to put them into GURPS. Others can feel free to describe them in d20 terms.</p><p></p><p>We will see which one is more complicated.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 3377421, member: 7177"] Hinduism. They have what, several [i]millions[/i] of deities? The same goes for any religion with strong animistic tendencies. By the time you wrote them all up in D&D terms, you'd have spend most of the book on such matters, with litte left for the world description. Look, I'm not saying that writing up Discworld for D&D is [i]impossible[/i]. It's just that D&D as written has a fairly rigid set of assumptions about the characters, and the characters of the Discworld series deviate strongly from these assumptions, thus requiring very lengthy rewrites. In GURPS, on the other hand, the purely mechanical aspects of a racial template could be done in a single paragraph - two paragraphs in the case of the more varied races (such as vampires and werewolves). Similarly, the mechanics for either witchcraft or wizardry could be described in half a page with GURPS 4e (though I must admit that that was one of the weaker points of GURPS 3e, which tried to fit magic into the "standard" spell system and is somewhat klunky. GURPS 4e would be much better in that regard). Furthermore, it is very easy to custom-build characters with very [i]strange[/i] abilities in GURPS, while the same thing is rather hard in D&D. A d20 Discworld product might barely be able to cover all varieties of character types as seen in the books (though I am doubtful), but it would be hard pressed to deal with character concepts not described in the book but which nevertheless fit right into the world. Here is a challenge to all who read it: Come up with the most outrageous character concepts imaginable which nevertheless fit into the Discworld, and describe their powers. I will then try to put them into GURPS. Others can feel free to describe them in d20 terms. We will see which one is more complicated. [/QUOTE]
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