Player's Handbook v 3.5

This page lists conversions from the Player's Handbook v 3.5. If you have new conversions, add them to the list.

Races

Classes

To do:

  • Rules for the various forms of magic found in the Basic Set, as well as iconic special abilities of the various character classes.
  • Conversion of various iconic class abilities as GURPS Power-ups.
  • Once these rules are finished, 100 pt character templates for each class (or several different ones for each class, depending on specialization), representing 1st level starting characters.
  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Monk
  • Paladin
  • Ranger
  • Rogue
  • Sorcerer
  • Wizard

Skills

To do: How to convert D&D skills and skill ranks into GURPS skills and values.

Feats

To do: Any particularly iconic feat-based abilities which we should convert?

Description

To do: Some guidelines on how to represent alignment in GURPS, likely with lists of appropriate disadvantages.

Equipment

To do:

  • Monetary conversion between D&D and GURPS.
  • List of which of the more exotic D&D weapons can be represented by which GURPS weapons, including page references to GURPS Martial Arts/Low-Tech where appropriate.
  • Conversion of exotic weapon/armor materials.

Combat

No conversion necessary?

Adventuring

No conversion necessary?

Magic

To do: Conversion of the various types of magic in the Player's Handbook

Spells

To do:

  • Conversion of all D&D spells should NOT be attempted, as this way lies madness and it would be highly redundant anyway. Instead only "iconic" D&D spells - such as Magic Missile - should be converted, as well as spells that would fill existing holes in the GURPS spell system - such as "Mass Heal" spells, for example.
  • Since D&D has a large number of summonable monsters, the energy cost for summoning them should be calculated.


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