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Gurps? Where do I start?
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<blockquote data-quote="sjmiller" data-source="post: 3581427" data-attributes="member: 17262"><p>Yup, I took that into account. I even took the challange of making them using <em>just</em> the Basic 3rd Edition Revised book. It may not be an exact replica of a D&D Paladin, but here's what I did.</p><p></p><p>D&D has certain preset concept and assumptions which are not present in GURPS, so I had to work around things. To make a Paladin I created a Template. You basically pay the point total and get all the advantages and disadvantages listed. Some GMs will insist that the disadvantages of a Template are included in your Disadvantage limit, but most do not. Some things are glossed over, and some can be added later. With that out of the way, here is the Paladin. Point costs are show in curly braces { } and any levels are shown in braces ( ).</p><p></p><p><strong>Paladin</strong> {50 points}</p><p></p><p>Status (2) {10} - This gives you the social status of a knight, which is appropriate.</p><p>Reputation (+2) {10} - Everyone knows you as a Paladin and respects that.</p><p>Wealth (Comfortable) {10} - You need this level of cash to afford everything, and as a knight it's expected.</p><p>Clerical Investment {5} - This gives position in the church and makes it a holy knight.</p><p>Immunity to Disease {10}</p><p>Magical Aptitude (1) {15} - Because I am using just Basic I needed to use this to allow for the ability to do the healing.</p><p></p><p>Code of Honor (Chivalric) {-15} - Pretty self explanitory and appropriate for the class.</p><p>Honesty {-10} - This means you will follow the law even when in a lawless situation. Very much a Paladin thing.</p><p>Vow: Never refuse a request for aid {-15} - I picked this as being an appropriate companion to the Code of Honor.</p><p>Vow: Tithe 10% of your annual wealth to the church {-1} - Okay, so it's very 1st edition, but I liked it.</p><p></p><p>For the Skills your skill level is based on either DX or IQ. So, if your DX is 12, your Broadsword skill is rated at 11 (DX-1).</p><p></p><p>Riding (Horse) DX-1 {1}</p><p>Broadsword DX-1 {1}</p><p>Lance DX-1 {1}</p><p>Shield DX-1 {1}</p><p>Savoir-Faire IQ {1}</p><p>Diplomacy IQ-1 {2}</p><p>Strategy IQ-1 {2}</p><p>Tactics IQ-1 {2}</p><p></p><p>I gave some spells to simulate the Laying of Hands and Detect Evil abilities of a D&D Paladin. Because they rely on Fatigue to power them, they are still limited in the number of times they can be used. Because this is a template, all attributes are assumed to be 10. To figure spell costs you add your Magic Aptitude (MA) to your IQ. Since prerequisite spells have to be at 12 that explains the cost of a few of them.</p><p></p><p>Lend Strength IQ+MA+1 {6}</p><p>Lend Health IQ+MA+1 {6}</p><p>Minor Healing IQ+MA-1* {1}</p><p>Detect Magic IQ+MA+1 {6}</p><p>Aura IQ+MA-1* {1}</p><p></p><p>* I forgot to write down the level for these, so I am going by memory. You would want to check and see what level it is when you spend 1 point on a M/H skill, and that is what level you are at.</p><p></p><p>I have a couple of big projects I am working on today, so I hope to get the minotaur posted later. I hope this shows you that, with a little tweaking, you can adapt some of the D&D tropes to GURPS.</p><p></p><p>Oh, I almost forgot. Once you have been playing for awhile, a Paladin could spend about 5 or at most 10 points to get their Warhorse. I would make it a trained, high stat horse. I am not a fan of the 3.5 disappearing horse trick, so I would not use it.</p></blockquote><p></p>
[QUOTE="sjmiller, post: 3581427, member: 17262"] Yup, I took that into account. I even took the challange of making them using [i]just[/i] the Basic 3rd Edition Revised book. It may not be an exact replica of a D&D Paladin, but here's what I did. D&D has certain preset concept and assumptions which are not present in GURPS, so I had to work around things. To make a Paladin I created a Template. You basically pay the point total and get all the advantages and disadvantages listed. Some GMs will insist that the disadvantages of a Template are included in your Disadvantage limit, but most do not. Some things are glossed over, and some can be added later. With that out of the way, here is the Paladin. Point costs are show in curly braces { } and any levels are shown in braces ( ). [b]Paladin[/b] {50 points} Status (2) {10} - This gives you the social status of a knight, which is appropriate. Reputation (+2) {10} - Everyone knows you as a Paladin and respects that. Wealth (Comfortable) {10} - You need this level of cash to afford everything, and as a knight it's expected. Clerical Investment {5} - This gives position in the church and makes it a holy knight. Immunity to Disease {10} Magical Aptitude (1) {15} - Because I am using just Basic I needed to use this to allow for the ability to do the healing. Code of Honor (Chivalric) {-15} - Pretty self explanitory and appropriate for the class. Honesty {-10} - This means you will follow the law even when in a lawless situation. Very much a Paladin thing. Vow: Never refuse a request for aid {-15} - I picked this as being an appropriate companion to the Code of Honor. Vow: Tithe 10% of your annual wealth to the church {-1} - Okay, so it's very 1st edition, but I liked it. For the Skills your skill level is based on either DX or IQ. So, if your DX is 12, your Broadsword skill is rated at 11 (DX-1). Riding (Horse) DX-1 {1} Broadsword DX-1 {1} Lance DX-1 {1} Shield DX-1 {1} Savoir-Faire IQ {1} Diplomacy IQ-1 {2} Strategy IQ-1 {2} Tactics IQ-1 {2} I gave some spells to simulate the Laying of Hands and Detect Evil abilities of a D&D Paladin. Because they rely on Fatigue to power them, they are still limited in the number of times they can be used. Because this is a template, all attributes are assumed to be 10. To figure spell costs you add your Magic Aptitude (MA) to your IQ. Since prerequisite spells have to be at 12 that explains the cost of a few of them. Lend Strength IQ+MA+1 {6} Lend Health IQ+MA+1 {6} Minor Healing IQ+MA-1* {1} Detect Magic IQ+MA+1 {6} Aura IQ+MA-1* {1} * I forgot to write down the level for these, so I am going by memory. You would want to check and see what level it is when you spend 1 point on a M/H skill, and that is what level you are at. I have a couple of big projects I am working on today, so I hope to get the minotaur posted later. I hope this shows you that, with a little tweaking, you can adapt some of the D&D tropes to GURPS. Oh, I almost forgot. Once you have been playing for awhile, a Paladin could spend about 5 or at most 10 points to get their Warhorse. I would make it a trained, high stat horse. I am not a fan of the 3.5 disappearing horse trick, so I would not use it. [/QUOTE]
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