Here's the sticky point of a GURPS conversion.
Druids can cast a certain number of spells per day, based on their level:
By level 14 they can cast quite a few, but at level 1 just two first level.
How to incorporate this with the GURPS rules?
Druid Level could be the level of Power Investiture.
One could simply say that the level of Power Investiture gets you the number of spells shown on the table and call it good.
That's a 100% translation.
But it feels a bit wrong.
I'm working on it. Hopefully this will get FuzzyGeff's tasty chess-club brain thinking on it before we talk.
I may be wrong, but I believe GURPS does have a method of limiting the number of spells a spellcaster can cast without a rest. I am but an egg when it comes to GURPS knowledge.
ReplyDeleteYes, I know later editions of "D&D" expanded that, tremendously.
But my point is, you should examine why you feel the need to reduce the number of spells cast in GURPS during the "AD&D" campaign. If it is just to match the AD&D rules set, I will note that the opposing spellcasters will have the same GURPS spellcasting, so it should even out for the most part.
Or maybe I'm barking up the wrong hole.
You're not too far from my thinking, actually. Mage spells use fatigue points and that limits the number of spells you can cast. Resting will recover them.
DeleteA cleric's spells are powered by The Gods, so fatigue seems wrong. I need a different pool of a similar size for them and druids. I dimly recall there being such a power pool, but I can't remember the name off the top of my head.
I believe you're thinking of Energy Reserve (GURPS Powers, page 119).
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