This page lists conversions from the Dungeon Master's Guide v 3.5. If you have new conversions, add them to the list.
Running the Game
No conversion necessary.
Using the Rules
No conversion necessary.
Adventures
To do: Conversion of traps.
Nonplayer Characters
To do:
- Do we need special rules for adepts?
- A range of NPC stat blocks in the monster format for the various "classes" would be nice…
Campaigns
To do:
- GURPS equivalencies for the various exotic weapons in this chapter should be clear-cut, so no conversion necessary.
- Conversion of the various planar traits.
Characters
To do:
- Conversion of various new player character races (which are also listed on the mm3-5 page)
- Conversion of prestige classes. Many of these can be represented as Martial Arts Styles, Magical Styles or a combination of the two.
Rules on familiars
- Arcane Archer
- Arcane Trickster
- Archmage
- Assassin
- Blackguard
- Dragon Disciple
- Duelist
- Dwarven Defender
- Eldritch Knight
- Horizon Walker
- Loremaster
- Mystic Theurge
- Red Wizard
- Shadowdancer
- Thaumaturgist
Magic Items
To do:
- General discussion about how to fit D&D-style magic items into GURPS.
- Perhaps "limited use" wands, staffs, etc. can be enchanted analogous to powerstones?
- Iconic D&D magic items and artifacts for GURPS, possibly with unique enchantment spells.
- Special rules for intelligent and cursed items?
Glossary
No conversion necessary
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