Monday, October 7, 2024

Updating the B/X Conversions Page

As I delve into my GURPS fantasy game, I've updated the B/X conversion page. The guiding principle is 'zero design', relying solely on conversions from B/X-like sources. I've opted for Basic Fantasy, a straightforward, ascending AC system that provides all the 'base data' I need for a robust conversion. Its simplicity and solid implementation give me confidence in the design choices.

Versions of the d20 fantasy game past the original B/X, BECMI, or AD&D do not convert well to GURPS. Everything past the video game-like D&D 3.0 scaled the hit point scale and eliminated the concept of hit dice, which are essential for the original numbers to work. Even AD&D 2nd Edition has very high hit points for the more enormous monsters, and they messed with the game's secret sauce when they changed the original damage scales.

An ancient red dragon with 660 (D&D 3.5E), 362 (Pathfinder 1e), 1,390 (D&D 4E), and 546 (D&D 5E) hit points shows you how much they scaled damage up to attract video gamers. In AD&D, S&W, or OSRIC? 88 hit points? BECMI? 90 hit points. OSE or B/X? 59 hit points. Even AD&D 2nd could have been better at 104 hp, but this is where it started. Fighters did not multi-attack in earlier editions of the game, which is what all damage scaling is based on. That 1d8+X longsword can still hurt a dragon in the earlier games, and in all later editions, that "basic attack" became a joke, along with most martial characters.

GURPS? The dragon has an HP of 50. This is an adult dragon, so an ancient red dragon would likely be 80 or 90, putting the GURPS HP scale directly in line with B/X games. GURPS was designed around the time of AD&D, so the numbers in the same area do not surprise me. The only real difference here is the curve, with B/X having a very weak low end, a sizeable middle distribution, and a longer high hit-point upper range. GURPS HP is primarily linear (since HP = ST in most cases) with a floor, starting at the default human 10 HP.

For me, the original B/X, BECMI, and AD&D games are not just fantasy; they are richly defined micro-settings, each inspired by a blend of Vance, Howard, Lovecraft, Leiber, Tolkien, and, surprisingly, the Bible. With their classic 'good versus evil' theme, these games are the authentic roots of the fantasy genre, a stark contrast to today's games that often dilute these classic conflicts with distractions and mass-media influences. They evoke a sense of nostalgia and appreciation for the origins of our beloved genre.

The fantasy genre is not the fantasy genre without biblical influence. Try to remove it, and it is AD&D 2nd Edition all over again.

Why not use Dungeon Fantasy monsters? I want to play the original adventures and directly use the statistics of the monsters and creatures in those books. The characters in Dungeon Fantasy are the heroes, while the converted monsters are the world's foes. It is an odd combination, more like GURPS characters in a strange, almost video-game-like reality, semi-based in the GURPS simulation, but with that classic dungeon-crawling feeling.

Yes, a goblin can have 1d6+2 HP. That is way less than Dungeon Fantasy's 12 for goblins and 14 for orcs. But using a hit-die scale lets me say, "These orcs are level 3 fighters; they have 3 HD." Suddenly, they are 18 HP beasts and have 14-minus skills. With armor, those are fearsome.

The base 1 HD versions of the monsters that serve a crucial role in the game-they are 'minions.' Dangerous in numbers, and with lucky hits, they can be taken down with one solid hit. Their presence adds a thrilling element to the game, making every encounter a strategic challenge.

Realistic characters in a B/X reality are the essence of the game. This means some monsters will be 'boss monsters' that a party needs to take on, while others will be more minion-like. Some monsters may be so formidable that they require modern weapons to defeat them or teams of twelve or more heroes at significant cost. This balance between realism and gameplay ensures that every encounter is immersive and challenging, adding depth to the game.

So, this is different from a typical GURPS game. The monster half is uninterested in simulation and presents that "hit die progression" where monsters start as minions and gradually outclass character power. The character side is 100% GURPS in living in a reality like that.

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