Quote:
Originally Posted by DirkD
There is nothing objective about a formula where the weight of the variables is chosen subjectively. It gives you to feel of something solid, but it is not.
Of course it is harder to define the "punch" of a character in brp and the percentages may vary, but that is more an argument against a formula. The fighter was just an example - to make a good conversion, you have to look what defines a character and what makes him "tick". Then you look at your brp campaign (which will usually have a different power-level) and put the character in relation to similar characters in that environment. D&D and BRP are just to different to take the formula-approach, at least for me.
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Yeah but lets say I have a random encounter happen in BRP and I am running a futuristic society game set in New York in the year 2435. So I grab a D20 future book (or maybe Judge Dredd) and look at the stats for a Street Cop of the future and I just want a quick thumb rule for how good he is at say Intimidation and Sense Motive type abilities. I see he has +7 in both skills, I multiply by 7 (to take into consideration of stat bonuses and fear bonuses) and see he has roughly a 50% (49%) ability with them. This allows me to quickly just assign stats that are probably more balanced then me just saying "He's a cop in the future, he has it at 35%" or "Stallone in Judge Dredd probably had a 80%."
I agree whole heartedly that if you are going to convert a character up front and have time to do it, just build the guy as normal and use the write up from D20 (or D6 or any other system) as a guideline. Some stats and facts you can use 100% (hmm says here he is X feet tall and Y pounds in weight, seems to me he is Z SIZ, and with his 15 CON in D20, might as well give him a 15 CON in BRP giving h im (Z+15)/2 hit points) and so forth.
Now some things are more tricky as said above, spells dont convert 100%. Are they skills? If so, dont they have skill % for success? Actually Id just make the margin you fail by the bonus the victim gets to resist the spell.