Step-by-Step: DSA GURPS Conversion II – Races & Cultures

Be advised that this and all of the following conversion articles use my house-rules for variant attribute costs, fine-tuned languages and revised technique pricing – most of which make use of the half-point. Also the price of age-related traits is reduced. This isn’t GURPS rules-as-written and I’d argue, that it’s extremely hard to make GURPS DSA work without advised attribute costs, at least (or at the very minimum RPK’s splitting of IQ, WILL and PER).

Last time in step-by-step conversion I stressed how important it is to go for the immediately useful, while still having a general idea of how the big picture should look like. That’s why races and cultures are usually the first thing you decide on in a fantasy campaign (that or the magic system, but more of that next instalment).

So, what to do with the races? The fourth edition of DSA made the controversial choice of introducing traits for human races to the traditional mix of elves, dwarves and half-elves. Not only does that raise some uncomfortable parallels to some other Germans who used to books about “menschliche Rassen”, but it exaggerates differences that most RPGs thankfully sweep under the carpet. Worse, it made min-maxing savage fringe races that got attribute bonuses, cultures and professions quite desirable for munchkins. Human races are best completely disregarded (barring appearance) and the same goes . There are more than enough races to make playing DSA interesting without adding complications.

In this first post I will confine myself to the races Dwarves, Elves, Half-Elves and Humans. If there’s enough interest, I might write up some of the other “playable” races and maybe some of the ones designated “non-playable”. There are also a couple of example cultures, but I’m not aiming for completeness yet. I’ll just showcase what I’ve needed so far. The focus is on Northern Aventuria. I might expand this section later.

Races

Dwarves [+62 pts.]

Attributes and Secondary Characteristics [+21]: ST +1 [10], HT +1 [15]; Basic Move: Land −1 [−5], Basic Speed −0,25 [−5], FP +2 [6]; SM −1 [0]

Advantages [+51]:
Detect: Secret compartments, doors and other clandestine sone constructions (Takes Extra Time +3 (8 s), −30%) [4]
High Manual Dexterity +1 [5]
Extended Lifespan +2 (Aging Thresholds: 200/280/360 years) [2]
Legal Immunity: Lex Zwergia (Accessibility: Only in Middle Empire, −20%, Fickle (11), −20%) [3]
Lifting ST +1 [3]
Magic Resistance +2 [4]
Night Vision +5 [5]
Perk: Alcohol Tolerance [1]
Perk: Dwarven Gear [1]
Resistant: anorganic poisons (HT +8) [4]
Resistant: disease (HT +8) [4]
Feature: Immunities and Susceptibilities [0]
Feature: Swimming counts as a hard skill (Default: HT −6).

Legal Immunity: Lex Zwergia: For anything more than a misdemeanor dwarves are supposed to be brought before their mountain king for judgement. This applies only in the Middle Empire and not all that consistently at that.
Immunities and Susceptibilities: Dwarves are especially susceptible to seasickness (no bonus from Resistant: Disease). Dumbskull gets the better of the nicest dwarves − during the illness dwarves have Bad Temper (12). If they already have Bad Temper their self-control roll is lower by two levels. Dwarves are immune to lycanthropy and also to the poison Tulmadron.

Dwarves have a long list of modified attributes and smallish advantages. They are a bit toned down compared to most RPG treatments, but that’s just fine for the feeling of the setting. The Legal Immunity is a bit on the weird side and I haven’t seen many groups playing with that, but it is background canon in DSA and so I chose to include it.
Note that dwarves have no disadvantages tied to race. Racial Greed is in the official DSA treatment, but I see this more as socially-conditioned. They might warrant a quirk-level Social Stigma, but I didn’t want to complicate things with too many non-canon traits. They are generally seen as about as trustworthy as the average human.
Feature: Immunities and Susceptibilities is a catch-all term for background stuff that will rarely crop up and mostly evens out. I’m using that for the Elves too.

Elves [+91 pts.]

Attributes and Secondary Characteristics [+33]: ST −1 [−10], DX +1 [25], HP −1 [−2]; Basic Speed +0,5 [10], PER +2 [10]

Advantages [+66]:

Acute Senses: Vision OR Hearing ODER Taste and Smell +3 [6]
Appearance: Attractive (Androgynous, +0%; Racial, +0%) [4]
Less Sleep +2 [4]
Magery +2 [25]
Night Vision +5 [5]
Perk: Distributed Sleep [1]
Perk: Two-voiced Singing [1]
Resistant: Disease (HT +8) [4]
Unaging [6]
Voice [10]
Feature: Immunities and Susceptibilities [0]

Distributed Sleep: While Elves only need 6 hours of sleep a day, they can also re-arrange their sleeping patterns to need only 2 hours a day for 3 days in a row. If they do so, they must catch up missed sleep by sleeping double the missed hours at the end of the three-day period. This is not quite what DSA canon says, but it’s close enough for my taste.
Two-Voiced Singing: Elves can sing with two voices at the same time, which is a requirement for elfsong magic.
Immunities and Susceptibilities: Elves are immune to lycanthropy and rabies. They are especially susceptible to Battleground Fever and Sleeping Disease (no bonus from Resistant: Disease and especially serious). Plants from the garlic family and Stinking Mirble trigger Quirk: Sensitive Sense of Smell (the latter with a −3 penalty). Elves are immune against the poison of Silky Bast, but take extra damage from narcissus poison.

Disadvantages [−8]:
Quirk: Alcohol Intolerance [−1]
Quirk: Horrible Hangovers [−1]
Quirk: Sensitive Sense of Smell [−1]
Social Stigma: Second-class Citizen [−5]

Sensitive Sense of Smell: Elves are extremely susceptible to stench. They resist all attacks based on malodorous smells with a −2 penalty and keep away from bad smells generally. This is mostly negated by putting a clothes-pin on one’s nose.

Elves as a race weren’t very difficult to stat. The attributes and secondary characteristics aren’t terribly different from D&D elves. Because GURPS IQ does include considerably more than just book learning I dropped the penalty from DSA. Magery is on par with a standard DSA mage, but how that works out in the end is extremely dependent on whether the elf grows up in an elven culture or not.
Distributed Sleep is a custom perk and Two-voiced Singing likewise. No need to make things more complicated than that. Alcohol Intolerance and Horrible Hangovers are canon quirks while Sensitive Sense of Smell is a custom one. I was always mystified why DSA 4.1 made this a full-fledged disadvantage. You can pretty much negate it with a clothes-pin.
Social Stigma is tied to the race and not the culture, because the average elf won’t immediately be treated as equal, because he or she grew up among humans. Feel free to delete this if you play a mage or priest who constantly walks around in the readily recognizable dress of his profession.
Everything else is pretty much standard. Note that the template offers a choice which sense to pick for Acute Senses. That’s not a standard GURPS feature for racial templates, but the DSA treatment made sense here.

Half-Elves [+33 pts.]

Attributes and Secondary Characteristics [+23]: ST −1 [−10], DX +1 [25]; HP −1 [−2], Basic Speed +0,25 [5], PER +1 [5]

Advantages [+10]:
Apearance: Attractive (Racial, +0%) [4]
Longevity [1]
Magery +0 [5]

Half-Elves are basically Elves Light. They don’t share most of latter’s bigger advantages and none of their disdavantages, but they are close attribute-wise and also possess Magery. A Social Stigma would have been possible, but it’s already kind of dubious for the Elves as such, so I left it out.

Humans [+0 pts.]

No Modifiers by race.

Humans are nothing special. They are the default and have no traits that differentiate them rules-wise.

Cultures

These were considerably more complicated to stat up than the races. The basic problem anyone doing cultural templates faces is whether to write them up as mandatory or just giving hints to the players. I decided on a middle-of-the-way approach and gave a detailed write-up, but not a mandatory one. Instead there are lists of emblematic traits and skills – things that could reasonably show up on the character sheet of any member of the culture, but wouldn’t be universal. All cultures also list expected language proficiency levels, tech level, status range and a couple of automatic traits. The latter appear mostly for the smaller and more exotic cultures (elves, dwarves, uncivilized peoples).
In each case there are two point costs. One for just the Automatic Languages and Automatic traits and a higher one that also includes all automatic skills – a good basis to start building on.

Dwarves:

Anvil Dwarfs [+3/+15 pts.]:

Cultural Familiarity: Dwarves
Automatic Languages [+2]: Rogolan (Native/Fluent) [−1], Garethi (Fluent/Broken) [3]
Common Languages: rarely Angram
Status: −1 to +5
Tech Level: 4
Automatic Traits [+1]: ST +1 [10]; Talent: Pickaxe Penchant +1 [6]; Odious Racial Habit −1: Use of coal dust ointment [−5], Greed (12) (Dwarven, +0%) [−15]
Emblematic Advantages: 3D Spatial Sense, Fit, Talent: Born Soldier/Dwarven Craftmanship/Mr. Smash/Pickaxe Penchant
Emblematic Disadvantages: Bad Temper, Hidebound, Intolerance: Reptile-Folk, Miserliness, Motion Sickness, Phobia: Open Spaces/Oceans, Stubbornness, Sense of Duty: Clan
Inappropriate Traits: Anti-Talent: Couch Potato/Non-combatant, Faerie Empathy, Fashion Sense, Plant Empathy, Phobia: Enclosed Spaces, Unfit, Xenophilia
Emblematic Skills: Area Knowledge: clan’s tunnels (IQ/E) [2], Axe/Mace (DX/A) [2], Forced Entry (DX/E) [2], Prospecting (IQ/A) [2], Smith: Iron (IQ/A) [2], Wrestling (DX/A) [2]

Pickaxe Penchant can be found in Dungeon Fantasy 3 and Power-Ups 3.
Greed with the Dwarven modifier treats any offer of interesting precious metals or stones (and objects made with them) as giving a -2 penalty on the self-control roll. Any offer that doesn’t involve these gets a +2 bonus on the self-control. Payment in regular coin is at no penalty or bonus.

Anvil Dwarves are one of the few cultures that get a straight-up attribute modifier. All of them are trained for war from childhood and they value strength highly.

Elves:

Lea Elf Clan [−11/+4 pts.]

Cultural Familiarity: Elves
Automatic Languages [−1]: Isdira (Native/None) [−2], Garethi (Fluent/None) [2]
Common Languages: Nivesian, Norbardic, rarely: Rogolan, Thorwalian, Tulamidya
Status: −1 to +2
Tech Level: 3
Automatic Traits [−10]: Arcane Knowledge: Salasandra [1], Code of Honor: Elves [−10], Quirk: Areligious [−1]
Emblematic Advantages: Acute Senses, Animal Empathy, Breath-Holding, Plant Empathy, Perfect Balance, Talent: Animal Friend/Born Sailor/Forest Guardian/Green Thumb/Outdoorsman
Emblematic Disadvantages: Curious, Sense of Duty: Clan, Phobia: Crowds
Inappropriate Traits: Alcoholism, Anti-Talent: Couch Potato, Bad Smell, Berserker, Night Blindness, Social Chameleon, Unfit
Emblematic Skills: Area Knowledge: clan’s hunting grounds (IQ/E) [2], Bow (DX/A) [2], Camouflage (IQ/E) [1], Fishing (PER/E) [2], Musical Instrument: {iama} (IQ/H) [2], Naturalist (IQ/H) [1], Stealth (DX/A) [2], Survival: Plains OR Swampland (PER/A) [2], Swimming (HT/E) [2]

Arcane Knowledge: Salasandra allows members of one clan to open their souls to one another. Treat this as Empathy (Only one Person). Together with Two-voiced Singing it also enables the use of elfsong in the community of the clan.
Code of Honor: Elf is the basis of what it means to be an elf. Elves wouldn’t see it as a code, but just the way they are. Game-wise it’s sufficiently described with: Do not exploit nature, but return something of your own for every gift your receive. Revere your soul animal and do not hunt it. Keep a balance between creation and destruction in your own actions. Heed your dreams. Do not pursue wealth or dominance over others. Truly important things can only be learned in your clan’s salasandra.

Lea Elves are DSA’s “beginner’s elves”. They are easier to roleplay than the more remote Wood or Firn Elves and the fact that they can learn more languages reflects off-the-bat reflects this. Their code of honor can still be a challenge for veteran players, though.

Firn Elf Clan [-10/+9 pts.]

Cultural Familiarity: Elves
Automatic Languages [−2]: Isdira (Native/None) [−3], Garethi (Broken/None) [1]
Common Languages: Nujuka; rarely: Yeti
Status: −1 to +2
Tech Level: 2
Automatic Traits [−10]: Arcane Knowledge: Salasandra [1], Temperature Tolerance +2 (−15 to +25° C); Code of Honor: Elves [−10], Quirk: Areligious [−1]
Emblematic Advantages: Absolute Direction, Acute Senses, Animal Empathy, Danger Sense, Fearlessness, Perfect Balance, Talent: Animal Friend/Born Athlete/Born Sailor/Forest Guardian/Outdoorsman/Stalker/Survivor
Emblematic Disadvantages: Curious, Sense of Duty: Clan, Phobia: Crowds, Shyness
Inappropriate Traits: Alcoholism, Anti-Talent: Couch Potato, Bad Smell, Berserker, Fat, Laziness, Night Blindness, Overweight, Social Chameleon, Unfit
Emblematic Skills: Area Knowledge: clan’s hunting grounds (IQ/E) [2], Boating (DX/A) [2], Bow (DX/A) [2] OR Thrown Weapon: Spear (DX/E) [2], Fishing (PER/E) [2], Musical Instrument: {iama} (IQ/H) [2], Naturalist (IQ/H) [2], Stealth (DX/A) [2], Survival: Arctic (PER/A) [4], Swimming (HT/E) [1]

Not the nicest and most accessible guys in the book, Firn Elves are mainly tough as nails.

Humans:

Garetian (Middlelandic townsfolk) [−2/+1 pts.]

Cultural Familiarity: Middlelander
Automatic Languages [−2]: Garethi: {possibly a variant dialect} (Native/Broken) [−2]
Common Languages: Tulamidya, Rogolan, Thorwalian
Status: −2 to +7
Tech Level: 4
Automatic Traits: none
Emblematic Advantages: Contact, Social Chameleon, Talent: Craftiness/Street Smarts/Smooth Operator
Emblematic Disadvantages: Anti-Talent: Couch Potato, Curious, Selfish
Inappropriate Traits: Faerie Empathy, Spirit Empathy; Phobia: Crowds
Emblematic Skills: Area Knowledge: home town (IQ/E) [1]

Basic townsfolk in the Middle Empire and elsewhere. They are a pretty varied lot and have few emblematic skills as such.

Middle Empire (Middlelandic country folks) [−3/−1 pts.]

Cultural Familiarity: Middlelander
Automatic Languages [−3]: Garethi: {possibly a variant dialect} (Native/None) [−3]
Common Languages: Tulamidya, Rogolan, Thorwalian
Status: −2 to +7
Tech Level: 3-4
Automatic Traits: none
Emblematic Advantages: Common Sense, Danger Sense, Fit, Talent: Survivor
Emblematic Disadvantages: Delusion: Superstition, Loner, Intolerance: esp. strangers, city-folk, Social Stigma: Serf (Second-class citizen)
Inappropriate Traits: Social Chameleon; Phobia: open spaces
Emblematic Skills: Area Knowledge: home village (IQ/E) [1], Farming (IQ/A) [1] OR Animal Handling: {Farm Animal} (IQ/A) OR Fishing (PER/E) [1]

Country folks need at least one skill to make a living – yes, even if they are merely herding the serfs who do the actual work.

Fountland (Foundlandic countryside and small towns) [−3/−1 pts.]:

Cultural Familiarity: Middlelander
Automatic Languages [−3]: Garethi: Fountlandian (Native/None) [−3]
Common Languages: Alaani, Nujuka
Status: −2 to +6
Tech Level: 3-4
Automatic Traits: none
Emblematic Advantages: Absolute Direction, Common Sense, Fit, Talent: Business Acumen/Outdoorsman/Survivor, Temperature Tolerance (only towards cold)
Emblematic Disadvantages: Inappropriate Traits: Delusions: Superstition, Chummy, Social Chameleon; Phobia: open spaces, Social Stigma: Serf (Second-class citizen)
Emblematic Skills: Area Knowledge: home village (IQ/E) [1], Farming (IQ/A) [1] OR Animal Handling: {Farm Animal} (IQ/A) OR Fishing (PER/E) [1]

Pretty similar to the previous culture Fountlandians also represent the archetype of the clever merchant. That doesn’t mean every second serf has the skill.

Amazon Stronghold (Prerequisite: human woman) [−7/+4 pts.]:

Cultural Familiarity: Amazonian
Automatic Languages [−2]: Garethi: Amazonian OR Tuladmidya: Amazonian (Native/Broken) [−2]
Common Languages: Garethi, Tulamidya
Status: +0 to +4
Tech Level: 3
Automatic Traits [−5]: Fit [5], Social Regard: Respected +1 [5]; Code of Honor: Amazon [−15]
Emblematic Advantages: Combat Reflexes, Danger Sense, Fearlessness, Fit, High Pain Threshold, Rapid Healing, Single-Minded, Talent: Born Athlete/Born War Leader/Devotion
Emblematic Disadvantages: Anti-Talent: Unsubtle, Intolerance: Men, No Sense of Humor, Selfish
Inappropriate Traits: Anti-Talent: Animal Foe/Couch Potato/Non-Combattant, Cowardice, Cultural Adaptability, Faerie Empathy, Fat, Greed, Kobold Empathy, Magery, Pacifism for more than 10 pts., Social Chameleon, Spirit Empathy, Unfit
Emblematic Skills: Area Knowledge: Stronghold and environs (IQ/E) [1], Bow (DX/A) OR Thrown Weapon: Spear (DX/E) [2], Broadsword (DX/A) [2], Climbing (DX/A) [1], Riding (DX/A) [2], Running (HT/A) [1], Soldier (IQ/A) [1], Theology: Rondra (IQ/H) [1]

Code of Honor: Amazon resembles a Knight’s or Rondra Priest’s Code, but with a different focus. Ruleswise it’s the follwing: “Punish each insult to Rondra. Meet each challenge appropriately. Fight honorably, meaning no assassin’s tactics and poison use, ranged weapons and ambushes are permitted. Rebuke weak women and haughty men. Do not evade combat, except when honor demands it. Refrain from relationships with men. Temper your spirit and body and be hard towards yourself and others. Give a monthly blood tithe to Rondra – through combat, your own blood or animal sacrifice. Obey the orders of higher-ranking Amazons.”
“Active” Amazons who are still part of the command structure supplement this with a Duty, but few such PCs will be able to stay with any group of adventurers for long. Playing outcast or lost Amazons will be the norm.

Amazons didn’t have it easy in recent years in canon. They are also notoriously hard to integrate into a group of adventurers, but they do present a nice roleplaying challenge.

Parting Shots

In general, it is not necessary to stat every culture in the book. It is enough for the GM to know which cultural familiarity and languages exist in an area, what kind of status levels are available, what other social traits and skills are very important and what’s the general attitude of the populace. If you know Aventuria well and are familiar with GURPS you can do that on the fly during character creation. That raises an important point: The GM should always be present for the main part of character creation. Even if your players are veterans of both GURPS and DSA, don’t leave them to fend on their own. It’s generally okay for players to submit a draft, but then you should talk it through together. That goes doubly for setting conversions. A new ability or combination of traits that looked perfectly fine toa player can turn out extremely unbalancing when somebody else gives it a once-over. GURPS character creation is not Solitaire.


The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy

5 thoughts on “Step-by-Step: DSA GURPS Conversion II – Races & Cultures

  1. Hi, great blog and very nice that you started a DSA conversion and shared your results… 🙂 thumbs up – Do you speak german or did you work with the english publications (the black eye)? With some other people a few years ago we worked on a lot of DSA-to-GURPS conversion stuff, but the project was not finished. I’d like to continue that in the near future, the main challenge is the magic system. In the past we tried to find classic magic spell equivalents for the DSA spells, which is tricky and hard to balance. Currently I wonder if GURPS Thaumatology: Sorcery might be a good starting point (as a tool kit including some ready to use spells) to convert the DSA spells in a consistent way

    Bye OldSam

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    • Hi OldSam,

      ich spreche deutsch, kenne hier aber so gut wie keine deutschsprachigen GURPS-Spieler, die ich nicht selbst gezüchtet habe – die deutsche Übersetzung war jetzt auch nicht dermaßen gelungen. Außerdem weiß ich auch nicht genau, wie die Rechtslage für deutsche Übersetzungen von Regelbegriffen der 4. GURPS-Edition aussieht. Ich wollte mich da eigentlich mal dahinter klemmen, aber die liebe Arbeit verweist das Hobby immer mal wieder auf Platz Nummer 3. Daher bringe ich Artikel erstmal im Englischen raus. Da ist die Rechtslage klar. Ulisses hat ja v.a. mit seinen Regelsachen und Bildern Probleme, während Steve Jackson Games da ganz klare Vorgaben macht.

      Zu Deiner Frage: Sorcery passt meines Erachtens nach gut zur schelmischen Zauberei, während DSA-Magier, Hexen und Elfen eher gut mit Standard Magic und einem Touch Path/Book Magic (aus GURPS Thaumatology) bedient sind. Wenn Du Interesse hast, mache ich – langsam – einen Artikel über welche Magie-Variante zu welchen Zauberwirkern passt fertig. Ich habe jede Menge Material, aber alles halt nur für den Spielalltag und nicht zur Publikation. Das wäre nämlich Platz No. 2 – vor dem Blog.

      Danke für den Kommentar und das Lob sagt der Blind Mapmaker.

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      • Hi, klingt echt interessant, fände ich sehr spannend zu sehen was Du da schon hast… Den Ansatz für z.B. Schelme jetzt ein ganz anderes Magiesystem einzusetzen hatte ich bisher gar nicht verfolgt, da auf diese Weise natürlich die Komplexität einer Konvertierung enorm ansteigt, obwohl es sicherlich attraktiv sein kann sowas zu haben. Würde wie gesagt sehr mal schauen was Du da entwickelt hast.
        Mein Hauptinteresse ging zuletzt in die Richtung eine Art Konvertierungs-Leitfaden bzw. besser noch ein Konvertierungs-Toolkit zu haben, mit dem ich bekannte Standard-DSA-Zauber nehmen – sagen wir Fulminictus, Visibili, Balsam etc. – und aus diesen dann ein der Vorlage recht gut entsprechendes Äquivalent bauen kann (und dabei sollte das Balancing möglichst automatisch halbwegs gewahrt sein, statt über den Daumen zu peilen ;)) …leider habe ich noch keine wirklich gute Lösung gefunden bislang, deswegen dachte ich grad eben in Richtung Sorcery, weil es so ein Toolkit bietet.

        (btw: Kennst Du eigentlich die tanelorn.net community, bzw bist Du da evtl. auch aktiv?)

        Ciao
        OldSam

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        • Hallo nochmal,
          habe mit Steve Jackson Games gemailt und von deren Seite ist eine Übersetzung der Schlüsselbegriffe kein Problem. Warte noch eine Antwort von Pegasus Spiele ab, da die immer noch für die deutsche Variante das Copyright haben. Aber die deutschen Blog-Artikel sind damit ein Stück näher.
          Das mit den verschiedenen Magiesystemen macht die ganze Sache natürlich etwas komplizierter, aber auch nicht dermaßen viel. Wie viele Spieler können ohne Schelm oder Kristallomant nicht leben? Ich denke die Zahl hält sich in Grenzen. Das muntere Quintett von Magiern, Hexen, Druiden, Geoden und Elfen benutzt bei mir alle mehr oder minder GURPS Standard allerdings mit starken Variationen.
          Allgemein versuche ich mich soweit wie möglich an das Gefühl der Spielwelt (Romane, Botenartikel) zu halten und weniger an die genauen Regeln. Allerdings haben selbst die Standard-Charaktertypen alle Ritualmagie und so weiter. Man kann da vieles einfacher modellieren, wenn man sich nicht auf eine Magieart versteift.
          Du hast natürlich recht, dass es bei den neueren Magiesystemen wie Sorcery, Ritual Path Magic oder jetzt Incantations ein viel besseres Baukastensystem gibt, aber das liegt daran, dass die Dinger alle wesentlich flexibler sind als DSA-Magie. Einige Leute haben ähnliches für GURPS-Standard-Magie versucht, aber sind nicht sehr weit gekommen. Ich arbeite auch noch dran, aber man muss doch sehr viel stark verändern, damit es einigermaßen passt und dann ist die Vergleichbarkeit auch nicht mehr gegeben. Das System leidet etwas unter seinen Voraussetzungen. Schau dir meinen Artikel dazu an, wenn Du Interesse hast.

          Auf Rollenspieler-Foren treibe ich mich eigentlich nicht rum. Nur bei SJGames kann man mich ab und zu finden.

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          • Hey, hört sich echt gut an was Du schreibst, vielleicht ergibt sich ja auch ein wenig Zusammenarbeit, ich bin was GURPS angeht schon sehr lange dabei (fast 20 Jahre) und habe selbst auch schon an DSA-Konvertierungen mitgebastelt usw.
            Mein Gedanke bzgl. der flexibleren Magiesysteme war dabei, dass diese eben nicht “als solche” verwendet werden – da sie ja, wie Du völlig richtig beobachtest hast, flexibler sind als das bei DSA der Fall wäre. Der Ansatz wäre stattdessen nur deren Baukasten-System zu verwenden, um dann – anhand der aventurischen Gegebenheiten – klassischen Sprüche neu zu bauen und somit zu fixieren für die Spielerchars.
            D.h. Du baust z.B. einen Heilzauber mit einem Toolkit, definierst passende Parameter wie längere Zeitdauert etc. und dann ist der “Balsam Salabunde” fertig, der genau so gelernt und genutzt werden kann von magiebegabten Chars. Die Flexibilität des genutzten Systems dagegen wird gar nicht freigegeben (sofern das nicht gebraucht wird an irgendeiner Stelle), der Ansatz war einfach durch die Toolkit-Generierung ein gutes Balancing zu haben und Sprüche möglichst nahe an den Originalen zu erzeugen.
            Im Beispiel wäre etwa ein minor o. major healing aus meiner Sicht v.a. aufgrund der 1-Sek-Zeitdauer anders vom Spielgefühl als ein DSA-Balsam, insofern muss man da anpassen – aber gleichzeitig auch ein Balancing hinkriegen usw. …

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