Eltharon said:Combat requires maybe 3 more calculations then DnD3.5
(Hit, Defence Roll, Damage Roll, Subtract DR, multiply by damage modifier)
After one of two combats, it won't be any more complicated then DnD combat. Then you add things like hit location as you become more comfortable with the system. Which, personally, I love. If I were to ever to play in Faerun again (we're doing a homebrew now), I would do it in GURPs, no question.
Jürgen Hubert said:Actually, characters can be rather tough, especially in GURPS 4E. Even buying HT up to 12 means that the odds of survival even in the face of serious injuries are quite good. Frankly, it's more likely that characters fall unconscious than that they die.
Although dumb combat tactics will kill. And armor is, of course, a life saver.
And combat, at least at the level of complexity shown in GURPS Lite, really isn't all that complex. Start with those, and once you are familiar with these rules you can always add more stuff later on...
HelloChristian said:Here's another one...
D&D magic represents its wargaming roots. In effect, D&D magic is artillery. I submit magic missile, lightning bolt and fireball as examples.
GURPS magic has significant penalties for range, so spells will be cast at a much closer distance. Magic is most effective when touch-based, or cast upon the caster directly. If you want to, say, burn up a foe with fire, it's best to cast Create Fire at your feet, then move it toward your foe.
Aus_Snow said:Thanks, Jurgen. Just scanning through the conversion notes. Neat!Off to read the chatlog. . . now.
Which GURPS books would be necessary/recommended in this case?
kolikeos said:OK, I've downloaded 'Caravan to Ein Aris' and that's what I plan to run on our first session. Any advice on how to run this adventure? Or general advice for a new GM?