Monday, 14 February 2022

D&D Feats in GURPS

D&D Feats in GURPS

It is no surprise that GURPS allows much more freedom of choice in terms of actions and maneuvers when compared to D&D 3.5. The latter often either forbids some actions or heavily penalizes them, unless the character has a specific feat. And that's okay - different systems do things differently. In this post, I will go through the feats from the Player's Handbook and see how to represent them (if there's a need for that) in GURPS. Some feats will have analogues in form of techniques or skills, while some of them might make some nice power-ups for your characters.

Acrobatic
Just improve your Acrobatics and Jumping skills.

Agile
Judging by the description, this is the Flexibility advantage.

Alertness
Improve your Per.

Animal Affinity
This is the Animal Friend talent. Or Animal Empathy, but I'm leaning towards the former.

Armor Proficiency (Light, Medium, Heavy)
There's no such thing as armor proficiency in GURPS. However, the Armor Familiarity perk sounds like it could represent the benefits.

Athletic
Just improve your Climbing and Swimming skills.

Augment Summoning
Now this is trickier. Depending on how your GM treats summons, things can work differently. In my case, summoning spells are built as Allies, where your point value sets the cap on the point value of the summon. You can only summon a typical specimen of a creature and it will not always be exactly, for example, 50% of your point value. One option would be to add Adjustable, +25% to the Ally advantage, but even that seems to large of an enhancement for such a limited adjustment, especially since you probably will always choose to summon an augmented summon. So, let's create a perk!

    Augment Summoning [1]
   When using a summoning spell, you may spend an additional 1 FP to summon a version of the creature with a +2 bonus to ST and +1 bonus to HT, if this adjustment does not bring the summoned creature's point value over the maximum. You must specialize by spell.

Blind-Fight
Blind Fighting is a skill in GURPS.

Brew Potion
You can use the Alchemy or Herb Lore skills to brew potions. No need for any extra abilities.

Cleave
This is a tricky one. Cleave is important in D&D, because you can only attack once (at least at first) per 6 seconds, but in GURPS you can just launch two attack in a row. GURPS Dungeon Fantasy 11: Power-Ups has the Cleaving Strike power-up on page 10. If we disassemble the power-up, we can get the Cleaving Strike (H) technique that defaults to Melee Weapon skill-3 (if the game is cinematic) or Melee Weapon skill-9 (if the game is realistic).

Combat Casting
You cannot use Concentrate maneuvers when grappling (unless you're using Technical Grappling, of course). I suggest introducing the following perk.
    
    Combat Casting [1]
    You can cast spells and use other supernatural abilities when grappled (but not pinned) if you make a successful Will-4 roll.

Combat Expertise
Defensive Attack is an option available to everyone.

Combat Reflexes
While there is the eponymous advantage, it does not do the same thing. Attacks of opportunity are not a thing in GURPS either, but you can accomplish something similar with the Wait maneuver.

Craft Magic Arms and Armor/Craft Rod/Craft Staff/Craft Wand/Craft Wondrous Item/Forge Ring/Scribe Scroll
It all depends on what kind of enchantment system your game uses. If you're using sorcery, just take the Enchant spell to cover everything. If you want, you may specialize by applying an additional Accessibility, One item type, -20% to the spell, decreasing its full cost to 35 points. These two points actually matter even when taking Enchant as an alternative ability!

Deceitful
Just improve your Acting, Fast-Talk, and Forgery skills.

Deflect Arrows
GURPS has the Parry Missile Weapon skill. Some people turn it into a technique, which is understandable.

Deft Hands
Sounds like this is closer to the High Manual Dexterity advantage.

Diehard
This is the Hard to Subdue advantage.

Diligent
This sounds close to the Single-Minded advantage.

Dodge
Enhanced Dodge, obviously.

Empower Spell/Enlarge Spell/Eschew Materials/Extend Spell/Heighten Spell/Maximize Spell/Natural Spell/Quicken Spell/Silent Spell/Still Spell/Widen Spell
I discuss these in another post.

Endurance
Just buy extra FP.

Exotic Weapon Proficiency
This is the Exotic Weapon Training perk.

Extra Turning
If you have a turning ability, be it a spell or True Faith, with limited uses, just buy them off. Alternatively, if it requires FP to use, you may buy ER (Divine; One Ability, Turning, -80%) [0.6/level].

Far Shot
In GURPS, both range and damage for bows depend on ST. So, either improve your ST, buy the Strongbow perk, or, if you really want to just improve your range, then you may use the Far Shot imbuement. But that one has much more drastic effects.

Great Cleave
Just like for Cleave, we have the Greater Cleaving Strike power-up on page 20 of GURPS Dungeon Fantasy Denizens: Barbarians. We can disassemble the power-up to get the Greater Cleaving Strike  (H) technique that defaults to Melee Weapon skill-18.

Great Fortitude
Just buy up HT.

Improved Bull Rush
I guess this is HP (Accessibility, Only for slams, -80%) [0.4/level].

Improved Counterspell
Counterspelling works differently in GURPS.

Improved Critical
This exists as the Every One's a Critical power-up (GURPS Dungeon Fantasy Denizens: Swashbucklers, p. 26).

Improved Disarm
Disarming is an existing technique.

Improved Feint
Feint is an existing technique.

Improved Grapple
Just improve your grappling skills.

Improved Initiative
This is the Blinding Strike perk (GURPS Dungeon Fantasy Denizens: Swashbucklers, p. 22).

Improved Overrun
No idea. I guess it's the same as Improved Bull Rush.

Improved Shield Bash
There is no such penalty in GURPS.

Improved Sunder
The penalty to strike weapons can be bought off with the Targeted Attack technique.

Improved Trip
Buy up the Sweep technique.

Improved Turning
I think this is close to Will (Accessibility, Only for turning, -80%) [1/level].

Improved Unarmed Strike
Nothing. I guess just buy up Judo or Karate.

Investigator
Seems close to the Truth-Seeker talent.

Iron Will
Just buy up Will.

Leadership
Buy Allies.

Lightning Reflexes
Buy up Basic Speed.

Magical Aptitude
Sounds close to the Occultist talent.

Manyshot
This already exists as an option in GURPS Martial Arts with appropriate rules, skills, and techniques.

Martial Weapon Proficiency
No such thing in GURPS. Buy a skill.

Mobility
Judging by the description, this is closer to the Evade technique.

Mounted Archery
Mounted Shooting is an existing technique.

Mounted Combat
Combat Riding is an existing technique.

Negotiator
This is the Smooth Operator talent.

Nimble Fingers
Sounds close to the High Manual Dexterity advantage.

Persuasive
Again, this is all part of th Smooth Operator talent.

Point Blank Shot
Close Combat is an existing technique.

Power Attack
This is either Mighty Blows (extra effort in combat), All-Out Attack (Strong), or Committed Attack (Strong).

Precise Shot/Improved Precise Shot
It's time to create a technique!

    Precise Shot
                                        Hard
    Default: prerequisite skill-4.
    Preprequisite: Any ranged weapon skill; cannot exceed prerequisite skill.

    If you make a ranged attack when the target is behind someone else, you take a -4 penalty per intervening figure. This technique lets you buy off up to -4 of this penalty.

Quick Draw
Fast-Draw is a skill in GURPS.

Rapid Reload
This is Fast-Draw (Arrow).

Rapid Shot
Again, quick-shooting is described in GURPS Martial Arts.

Ride-By Attack
That's how mounted combat works in GURPS, iirc.

Run
Increase Basic Move or buy up the Running skill.

Self-Sufficient
This is the Survivor talent.

Shield Proficiency
Buy the Shield skill.

Shot on the Run
You can do that in GURPS by default.

Simple Weapon Proficiency
Buy weapon skill.

Skill Focus
Buy up the skill in question.

Snatch Arrows
This is the Hand Catch (Parry Missile Weapon) technique.

Spell Focus/Greater Spell Focus
This is a limited magical talent. Or just improve your magic skill, if you have one.

Spell Mastery
It all depends on how your wizards work. For my wizards, that just means buying the spell as a known spell.

Spell Penetration/Greater Spell Penetration
This is the Rule of 17 perk (GURPS Thaumatology: Magical Styles, p. 29).

Spirited Charge
That's just a mounted All-Out Attack (Strong).

Spring Attack
That's how Move and Attack works by default.

Stealthy
Buy up the Stealth skill.

Stunning Fist
There's three ways to go about it. First, just target the face or jaw - it imposes a penalty on knockdown rolls. Second, use Pressure Point skill on the enemy's face. Third, build Stunning Fist as the following ability.

    Stunning Fist [8]
    By spending 2 FP, you may imbue your fist with chi to stun your target. If you hit, the victim must roll against (HT+DR) or be physically stunned. He gets one HT roll per second to recover after that, as usual.
    Statistics: Affliction 1 (HT; Chi, -10%; Costs Fatigue, 2 FP, -10%; Follow-Up, Punch, +0%) [8].

Toughness
Buy up extra HP.

Tower Shield Proficiency
This is the Shield-Wall Training perk.

Track
Tracking is a skill in GURPS.

Trample
Trampling works differently in GURPS.

Two-Weapon Defense
That sounds like Cross Parry.

Two-Weapon Fighting/Improved Two-Weapon Fighting/Greater Two-Weapon Fighting
Dual-Weapon Attack is an existing technique.

Weapon Finesse
To-hit rolls are based on DX in GURPS by default.

Weapon Focus/Greater Weapon Focus
Just improve your weapon skill.

Weapon Specialization/Greater Weapon Specialization
This is Striking ST (One Attack, Specific Weapon, -60%) [2/level].

Whirlwind Attack
It exists as an eponymous technique in GURPS.

No comments:

Post a Comment