DragonQuest-to-GURPS
Conversion Guide
by Matthew Schiernbeck
DragonQuest™
(DQ)
“Experience Points” are analogous to GURPS®
“Character Points” – they are the “currency”
with which you “buy” additional characteristic
points (“Stats” in GURPS) and Rank (levels)
with skills, spells, etc. However, as noted below, they convert
at a rate of about 1000 to 1 [when I award points for an adventure,
I usually award a standard of 5 GURPS Character Points,
plus a bonus point or 2 for outstanding role-playing.] In
GURPS, Character Points are kept as a running tally,
not just “spent” and marked off the total as in
DQ. Also, in GURPS, you can actually “earn”
Character Points by taking “Disadvantages” or
“Quirks” in the same way that you “spend”
Character Points for “Advantages,” “Perks,”
skill levels, etc.
|
GURPS
Stat |
DQ stat |
| Strength
(ST)
Dexterity (DX)
Will
(WL)
|
Physical
Strength -5
Agility -5
Willpower -5 |
| {WL
is a special case when it comes to calculating point
cost. In the
standard GURPS rules, WL is based on IQ and
is valued at 5 character
points per point. That varies from IQ. In the DQ
conversion rules we
devised, WL is a separate Statistic that starts at a
baseline of 10 like all
the other stats and is improved separately from there
with the standard
GURPS point cost of 5 character points per
+/- 1 point.} |
IQ
HT
HP
|
Magic
Aptitude -5
Endurance -5
Endurance -5 (+ any additional HP points purchased. Extra
HP may be purchased up to 130% of HT) |
{HP
& Damage are handled more like DQ than
D&D. You can lose all of your HP and not
be in immediate danger of death. At 1/3 of your total
HP remaining, your move is cut by 1⁄2 as well
as your dodge and other active defenses. At 0 HP you
begin making rolls to remain conscious but you are alive
and even if you fall unconscious you can be revived
or wake naturally. At the –1xHP stage you roll
to stay conscious and to stay alive. If you keep making
your HT rolls (quite possible with a high HT score)
you can stay alive and conscious until you reach –5xHP,
which is automatic death. This still leaves enough to
resurrect or otherwise reanimate. At the –10xHP
level you are disintegrated (or hacked to bits) and
cannot be resurrected short of a wish.} |
| FP |
FT
is equal to Health + any additional FT points purchased.
Extra FT can
be bought up to equal 130% of HT. |
Handedness is unaffected unless you are ambidextrous, which
is an Advantage in GURPS worth 5 points.
GURPS
does not make allowances for Aspect. If you feel that you
are entitled to the bonuses, you should take it up with your
GM.
Physical
Beauty is the equivalent of GURPS Appearance. It
is bought as an Advantage or Disadvantage. Use your good judgment.
If your PB is high, buy Attractive or Very Attractive Appearance.
If your PB is low, buy unattractive. If it’s average,
ignore this attribute.
Manual
Dexterity is an Advantage in GURPS and can be taken
or not depending on what you feel is appropriate for your
character. For instance, even though a character have many
skills as a thief that require MD, the player needn’t
take any additional levels if his basic DX is high enough
without a bonus for MD. Also, in GURPS, weapon skills
and other physical coordination skills are based on DX. Manual
Dexterity only comes into play in instances of fine hand-eye
coordination such as lock picking or watch making.
GURPS
skill and spell levels are converted from DQ rank.
GURPS skill level is equal to DQ rank +
the controlling stat. For instance, if your DQ rank
with scimitar is 6, your GURPS skill would be:
Broadsword
(Scimitar) [DX+6]
All
GURPS skills are based on a controlling attribute.
Usually DX for physical skills and IQ for mental ones. A couple
of skills are based on Perception, such as Detect Lies &
Search, And some are based on HT, for instance Running &
Carousing.
Another
important change to be aware of is that the GURPS
system has all skills bought and improved individually. So,
for instance, Thief skill from DQ is broken up into
separate skills for lock picking, safe-cracking, traps, climbing,
etc. When converting to GURPS, just treat your DQ
rank as the level above the controlling stat for the applicable
GURPS skill. Also, some abilities listed under DQ
skills (such as “Find True North” in the DQ
Ranger skill) are Advantages in GURPS (Absolute Direction).
This is also true for some Magical Talents. For example,“Danger
Sense” in DQ is the “Sense Danger”
Advantage in GURPS. It merely changes the root of
the ability from Psionic ESP to Magical.
In
GURPS, Magery is a separate advantage that governs
whether or not you can use spells. GURPS treats spells
the same as skills for character improvement purposes and
they are calculated from a base of IQ + the appropriate level
of magery. So, if your DQ rank with a spell is 20,
your GURPS Spell Level would be IQ + Magery + 20.
These numbers can get quite high because they will be modified
for various things.
DQ
experience points convert to GURPS at a 1000:1 ratio.
I
hope this has been helpful.