Fighter D&D4e to GURPS adaptation
While before I had adapted various at-wills from D&D 4e and adapted them to Dungeon Fantasy, I decided to adapt a few D&D classes without tying them to a Dungeon Fantasy in particular. With this in mind, I adapted the most important class mechanics of the fighter, the most interesting fighter powers from the heroic tier, and also have reviewed the powers I've done before. Houserules For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis. New Advantages The Mark [4] For 10 seconds, an enemy afflicted with a Mark has -2 to all attack rolls against anyone other than...