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Weapon Proficiencies
GURPS has fewer weapon skills than AD&D proficiencies. The following
list shows which AD&D weapons proficiencies are equivalent to GURPS skills.
- Battle Axe, Footman's Mace and Horseman's Mace proficiencies become
the Axe/Mace skill.
- Hand Axe proficiency becomes the Axe/Mace and Throwing Axe skills.
- Sap proficiency is the Blackjack skill.
- All sword proficiencies (except Two-Handed Sword, Bastard Sword, Short
Sword, Sabre and Rapier) and Club become the Broadsword skill.
- Two-Handed Sword and Bastard Sword become the Two-Handed Sword skill.
- Rapier and Sabre proficiencies become the Fencing skill.
- Footman's Flail, Horseman's Flail and Scourge proficiencies become
the Flail skill.
- Dagger, Knife, Main Gauche, and Stiletto proficiencies becomes the
Knife and/or Knife Throwing skills.
- Lance proficiency become the Lance skill.
- All Polearm proficiencies become the Polearm skill.
- Short Sword proficiency becomes the Short Sword skill.
- Harpoon, Trident and all Spear proficiencies become the Spear skill.
- Quarterstaff proficiency becomes the Staff skill.
- Great Axe, Warhammer, Maul and Scythe proficiencies become the Two-Handed
Axe/Mace skill.
- Two-handed Sword and bastard sword proficiencies become the Two-handed
Sword skill.
- Whip proficiency becomes the Whip skill.
- Blowgun proficiency becomes the Blowpipe skill.
- Bola proficiency becomes the Bola skill.
- All Long Bow and Short Bow proficiencies become the Bow skill.
- All Crossbow proficiencies become the Crossbow skill.
- Lasso proficiency becomes the Lasso skill.
- Sling and Staff Sling proficiencies become the Sling skill.
- Arquebus, Starwheel and other firearms proficiencies become Black Powder
Weapons/TL 3 skill.
Weapon Skills
To convert an AD&D attack roll to a GURPS weapon skill subtract
the THACO score from 30 (30 - THACO = skill level). When calculating THACO,
only add bonuses due to specialization and strength. For every other weapon
proficiency over one that transfers over to one GURPS skill, add one to
the skill roll. Use GURPS damage for the closest weapon type based on the
characters ST.
Non-Weapon Proficiencies
The following AD&D non-weapon proficiencies transfer directly into
a GURPS skill of the same name:
Animal Handling, Blacksmith, Blind Fighting (M/VH), Carpentry, Cooking,
Dancing, Disguise, Engineering, Fast-Talk, Fishing, Forgery, Heraldry,
Hunting, Jumping, Languages, Leatherworking, Musical Instrument, Navigation,
Poetry, Pottery, Riding, Running, Singing, Survival, Swimming, Tracking
and Ventriloquism.
The following AD&D non-weapon proficiencies convert to the following
GURPS skill or advantage:
- Agriculture to Agronomy/TL 3
- Alertness and Observation to Alertness/level 1 advantage (cumulative)
- Ancient and Local History to History
- Animal Lore to Naturalist
- Appraising and Gem Cutting to Jeweler/TL 3
- Armorer to Armoury/TL 3: Armor
- Artistic Ability to Artist, Sculpting, or Woodworking
- Astrology to Astronomy/TL 3
- Bowyer/Fletcher to Armoury/TL 3: Bows and Arrows
- Brewing to Distilling
- Direction Sense to Direction Sense advantage
- Endurance increases HT by 1
- Engineering to Engineer/TL 3: Primitive Machines
- Etiquette to Savoir-Faire
- Gaming to Gambling
- Healing to First-Aid or Physician
- Herbalist to Naturalist
- Hunting to Tracking
- Juggling, Tightrope Walking, and Tumbling to Acrobatics (highest skill)
- Mining to Engineer: Mining
- Modern and Ancient Languages to Languages
- Mountaineering to Climbing
- Read/Write to Literacy advantage
- Religion to Theology
- Seamstress/Tailor to Needlecraft
- Spellcraft to Thaumatology
- Stonemasonry to Masonry
- Weaponsmithing to Armoury/TL 3: Melee weapons
- Weather Sense to Meteorology/TL 3
Non-weapon proficiency scores transfer to GURPS skill scores as per
the following table.
AD&D to GURPS
1 = 5
2 = 6
3 = 7
4 - 5 = 8
6 - 9 = 9
10 - 12 = 10
13 - 14 = 11
15 - 16 = 12
17 = 13
18 = 14
19 = 15
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