GURPS Eberron Conversion #6

Action Points Adapted

In Eberron, one of the mainstays of the system are the Action Points, which enable a player to add to the total of their d20 rolls to succeed at skill checks, attacks, saving throws, etc.

In GURPS, instead of d20’s Experience and Level system you have Character Points which you spend to improve your character. To replace Action Points, I think a good rule would be to allow you to spend a Character Point a limited number of times per session to do something like add 10 to the number you are rolling against for a Skill roll or Default roll, Stat roll, etc. This way, it almost guarantees a significant success, and can help you get out of awful situations by the skin of your teeth, but doesn’t infringe on the Luck Advantages, which enable you to reroll rolls a particular number of times in a session.

The Root of All Evil

Wealth is difficult to adapt from Eberron because D&D’s economic system is so…craptastic. And so very different from GURPS, which rather than being basically arbitrary tries to represent a more accurate economy for the time.

One adaptation that I think will help in an Eberron game is to bind Wealth and Status to each other. Essentially, each level of Wealth will be 5pts more expence for the Advantage of greater wealth and will give 5 more points as a Disadvantage. This gives one reason to pay for extra Wealth, rather than getting points from being Dead Broke and then using magic spells to rob a bank, for example.

What Wealth also determines is the cost of living that you have each month, as well as the average pay you’ll get for a months’ work, during downtime for example. So, if you are Very Wealthy, but don’t put aside money for your own upkeep, you might fall in Status temporarily until you can return to the upper eschelons of Eberron society. You’ll also tend to come out of downtime with more money saved up than other PCs without the Advantage.

Otherwise, it might be best to leave money alone. If you’re an adventuring party, you’ll get paid for jobs and sometimes find some loot and can divide it however you like – but a poor kid from the wrong side of town with no social standing with a magic item is still…a poor kid from the wrong side of town. Your +1 dagger won’t get you into any country clubs, so to speak.

In the case of more significant magic items like those described in parts of the Eberron source books (elemental-bonded items, artifacts, etc.) I think I’ll employ some sort of bonding system, whereby – for the magic item to function for you, you have to bind it to youself, which may involve a ritual or a quest, but will also involve you buying an Advantage to represent the item.

Still to Come

I still need to do a more in-depth treatment of how things will work concerning prices of goods and services, considering that Eberron is based on the idea that magical ‘technologies’ are much more readily available even than in other D&D settings…(except of course for Faerun, where you have to hire the neighbor kid to shovel the Rods of Wonder out of your driveway every morning. Fortunately, the kid next door is a 30th level Wizard.)

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