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/GURPSgen/ – GURPS General

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“Still no new thread after eight hours?” edition

Previous thread: >>54531960

Apparently GURPS used to be published in Germany, but only until 2000.
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>>54602214
Sand Devil, Blood crazed Druid, Flying Dutchman's Captain, Bastion's Supernatural Overseer, Water elemental, etc.
He had specified area around him [say 30 yards around him or his ship/keep], and attacks his target by creating near her evident copy of himself from material thematically related to him (sand, tree, figurehead, stone, water), which done actual attack [weapon hit at his weapon skill].
Each sculpture requires to be spawned in free hex within weapon reach [so no reach C weapons], by rapid strike [or AOA, so it can be total 6 copies with reach 1 on one target] he can create more sculptures at once. He can warp [as full move] to sculpture place desintegrating her, or she "turns into dust" after short time [~2 seconds]. Sculptures usually material [or not if they composed from someting like sand or water], so if someone wants to run through he can choose to slam or evade.
Sculptures are not tough, like MOS 3+ parry or MOS 0+ block destroys them automatically or just use by one extra parry.
So how to model this?
Like i should start with Warp [most expensive part because of automatic success], ST-based Overhead IA linked with one hex area IA-wall, then how to add other shticks?
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>>54602214
>by rapid strike [or AOA, so it can be total 6 copies with reach 1 on one target] he can create more sculptures at once
You might want to try Compartmentalized Mind or Extra Attack for this, or some combination of all three. Might work better.
>He can warp [as full move] to sculpture place desintegrating her
This is a pretty decent limitation on Warp. Accessibility: warp to created sculpture only -20%. Nuisance effect: destroys sculpture in process -5% if you can only warp to a created sculpture
>or she "turns into dust" after short time [~2 seconds].
Reduced Duration on the Wall IA part.

I don't even understand what you mean by the rest.
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>>54602304
I'm having a difficult time understanding your post. From what I understand, you want duplicates that spawn behind people, stab them, then disintegrate after two seconds into whatever base material they were borne from. It's probably some form of Ally or Duplication.It's also a real bitch to stat up. It'd be a lot easier if the bodies disintegrated after attacking, so it could just be an innate attack with the surprise attack modifier from Power-Ups Enhancements/Powers.
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>>54602214
This week on Grimwyld, exploring the tomb of the Dwarf's dead god,

Going deeper into the complex after checking out the weird alter of the now gone drow-litch led to a dwarf throne room that had been ironically used as a dwarf prison for the lich's test subjects. The only one left was a half crazed dwarf with a big MURDERER brand on his face.


We talked to him then sent his ass packing. Racism to beastmen is not okay. Opening the vault we discovering a room of crystal, ivory and gold, after really overthinking how to open door.

Inside.. We talked to a weird hand thrusting out of the ground, holding a crystal in a goblet. It ask the party dwarves if they were pure of heart and worthy.

Despite sounding a lot like a trap, this weird crystal voice turned out to be legit, and offered power in the form of magic armor to the dwarves, but also fucked up, metal eating side effects and serious lore questions that wait to be answered.

More lore,
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>>54603485
.. More lore, but not a whole lot of action. Maybe just as well, the party was gased out and running on fumes after last week, with lots of injuries spread around.
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>>54602304
>>54602701
>>54602711
I made some calculations on this per Modifying Existing Damage from PU4.
Probably max. melee damage 5d of impaling [8], then effective cost [40], and all limitations will have 1/5 cost
Melee (reach C,1/1,2/2,3),-20%*0.2= -4%
Environmental (being in his realm),-20%*0.2= -4%
Nuisance Effect (Leave behind Statue, destroyable by MOS 3+ parry or MOS 0+ block or use of additional parry),-10%*0.2= -2%
Nuisance Effect (Attacks only 1 target, additional target need AOA (Double) or Rapid Strikes,-80%*0.2= -16%
Emanation,-20%*0.2= -4%
Area Effect (32 yards),+250%
Overhead,+30%
Statue crumbles to dust after 3 seconds, +0%
40*2.5=[100]
So ability to cojure fragile statues of yourself to attack someone in your household will cost 100 points, feels like reasonable price.
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What is going on? Who's replying to who? I am confusion.

More importantly, would you let players trade in Arm ST, Lifting ST or Striking ST for a discount on buying ST during play? One of my players suggested it, and I can't really see a reason not to.
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>>54604584

Sure, why not? Newer books already suggest you let people do this for trading 5x Off-Hand training perk into full Ambidexterity.
Might as well allow the same for skills as well. 5 levels of IQ/DX skills worth 4 points per level can be traded for one full level of IQ/DX.
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>>54604633
Am I correct in my understanding that characters can make two attacks with the same weapon when using "all out attack: (double)" but must use a second weapon in the other hand when using the advantage "extra attack" and that one can combine both of these to make three attacks?
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>>54605764
Yes.
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>>54605764
Whoops didn't mean to quote that other post.
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I began work on a (medium or slightly lower magic) early TL4 fantasy setting, using the basic set + magic magic set, and came across a question.
Spells with no prerequisites are assumed to be available, at least to any worthwhile population, and I was wondering if any of those spells drastically change society enough to require noting.
For example, the game's easy access to Seek Earth means that any worthwhile country can always be easily seeking out the next big score, increasing production and advancement of all things metal.
Create Water (2 prereqs) and Purify Water (1 prereq) are harder to get, but could mean drastic changes for a society, even if only a few gallons at a time.

Weather spells, which would mean huge changes to the way society functions, are safely tucked away behind many prerequisites, and are a prime example of the opposite, where their existence doesn't need to be a concern of the setting.
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Reposting this from the Game Finder thread.

>GM

>Looking for 1 player.

>Saturdays from 3pm until 10pm EST or longer depending on player request.

>System is GURPS 4th Ed. Newbies are fine and even preferred, we would like to avoid people with bad habits.

>Setting: Developing world in the age of sail (TL4), on the brink of major cultural, magical, divine, and socioeconomic shifts in many societies. Currently the local area is a large Egyptian+Aztec continent and a hotspot of (literally) cancerous activities. Story is very player-driven and actions have effects on the world, be it local economy, imports, supernatural/magical phenomena, flora and fauna diversity, crier guild news, political, and even geographical. It is heavily RP-driven as well, with about 1/3 or more of our sessions not even having combat or skill checks because players get heavily invested into the story, NPCs, or attempt a more diplomatic approach. There are also several races, factions, and more. Most are limited to current story arc availability and proximity, but the choice to change characters is offered every couple of arcs/chapters/months.

>Additional Notes: All applicants will be vetted and put through a small 2 part interview. First will be a solo introduction with the GM and then with the players. Only those that get the thumbs up from the group can sit in on a session and be allowed to join. This is just to make sure you will be a good match and get along well with everyone. This group has been together for nearly 5 years now and it's pretty close-knit, we're all great friends. Sessions will be held over Skype and Roll20, microphone is necessary for OOC talk and planning, IC actions and conversations are handled through text. Punctuality is also a big thing, missing your first session is immediate expulsion. All those interested or that have any questions/want more information, feel free to contact me on Skype.

Skype: mannyreign
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>>54605764
Yes. You can add "same attack" +20% on Extra Attack to attack twice with the same weapon, weapon or attack permitting.
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>>54604584
I just recently let a player push his points in Dual Weapon Attack technique over to investing in extra attack

>>54603485
This barely does the madness of that session any credit. I was nearly out of my chair laughing when the dwarves realized they had bonded with ancient elementals and could now extrude metals...
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>>54604584
So - Arm ST and +ST? Sounds good. You at last stop skipping leg day and you don't look like a capital T.
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>>54606307
>Skype

This won't be what dissuades me from applying, but, why not Discord?
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>>54608565
>Discord
Ha, anyone who doesn't use Teamspeak master race is, in scientific terms, brain dead.
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We playa "x-com with demons", and we encountered that there something wrong with shooting long burst, as we can't lay most of bullets from full rof burst...
Like i got contact and shoot full burst with my M16A1 (Acc 5, Rcl 2) with reflex sight (guns +1) on sling (Acc +1), skill-13, ROF bonus (+3), AOA (+2), distance 10 yards (-4).
In total i have effcetive skill-15, and with aim skill-21.
Say if roll 11 i get MOS 4/10 which converts to 3 and 6 bullet hits, what feels like there should be at least 1.5 times more hits.
And at the same time my teammate with Remington 870 (Acc 3, RoF 2*9, Rcl 1) with laser sight (guns +1) brace his gun on fence (Acc +1) at 3rd floor (9 yd) and shooting full burst at demon-hulk (sm+1) at distance 16 yards (12 effective, -4), skill-13, ROF bonus (+4), AOA (+2).
In total he have effcetive skill-17, and with aim skill-21.
Say if roll 11 he get MOS 6/10 which converts to 7 and 11 pellet hits, what feels like there should be more hits too.
It just we have overexpectations of bursts accuracy or there really something wrong?
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>>54609927

No, that's about right. Staying on target is HARD.

Although, minor detail, AoA is +1 for ranged, not +2. And where'd you get that sling from?
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>>54610072
Yes, our GM changed AOA ranged bonus and evulate to +2.
No, i means there no real sense to shoot more bullets, like you just need to spam double-taps to became MLG 360 NO SCOPE 42.0 KDA, while turns still 1 second frame at which you reacted
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>>54610072
>And where'd you get that sling from?
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>>54610365
>Yes, our GM changed AOA ranged bonus and evulate to +2.
Gotcha.
>i means there no real sense to shoot more bullets, like you just need to spam double-taps
Pretty much. This is realistic. Rapid fire is only for close quarters and suppressive fire.

>while turns still 1 second frame at which you reacted
You're also a trained professional with hundreds of hours and a couple of firefights under belt with that kind of skill. A "normal" person or a rookie soldier wouldn't have a chance at maintaining his calm, and assuming he's not mentally stunned he wouldn't be allowed to take braced, aimed or arguably even All-Out Attack shots.
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What are the best Pyramid issues/articles? There's a lot to check out and I'd like some highlights to start. And anything must see in the older Pyramids?

Also, any good Gurps blogs or home brew collections? I'm an OSRfag and that blogosphere has spoiled me for fan content
>>
Dead system, dead general
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>>54610908
Alternate GURPS is always good. Tech & Toys, Dungeon Fantasy, Alternate Dungeons, Thaumatology, and Low-Tech are all ones I use quite a bit. Standalone issues that I've used a lot are Cyberpunk, Cutting Edge, Combat, Way of the Warrior, and Bio-Tech.
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>>54610389
I don't know if $10 is too much or too little for a sling.

I mean, you can buy a $54 USD rifle sling. But you can also buy one for $4 USD, or build one from $0.80 of parts.
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>>54610908
Check gamingballistic.com. Every thursday there's a pull from all GURPS blogs.
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>>54610908
Pyramid Issues: Combat, Alternate GURPS, Tech and Toys, and the 4th Edition Festival issues are solid general-purpose issues.

Blogs: Douglas Cole maintains the GURPS-centric blog Gaming Ballistic. The blog itself is a solid read (Cole is one of 4e's regular contributors), but it's also useful because every Thursday it publishes an aggregate list of almost every GURPS-related blog and post, so it's great for finding other blogs.
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>>54614315
For modern day, you can generally just use whatever price is listed online or in stores. GURPS doesn't do economies of scale, which makes sense because that's a headache and a half to codify as rules, but the $1 GURPS uses is pretty close to the 21st century $1. You can confirm this with bullet prices in HT, which are basically all pulled from ammohunter or whatever ammo price aggregation website of your choice.
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>>54608565
Not a fan of Discord and my computer hates other stuff. This is how it's been for years and all our stuff is saved to the Skype chat log, so we're in too deep.

I am still looking for applicants, the few I've had were either trolls or people trying to get in our pants. The only person that we almost let in flipped his shit and went full autism when I let him know that one of the players is female.
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>>54614472
Did that person happen to be European?
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>>54615029
Don't recall, might have been German or something? I blocked them a while ago.
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I'm looking to run a Vietnam War game with supernatural elements, is GURPS a good system for that?
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>>54615749

Yeah, GURPS does pretty well with the Weird War II and variations on it. Just don't forget that automatic weapons will make combat super deadly and demons and shit not as terrifying as they would be to troops only armed with bolt action rifles.

Man, tunnel rats would be fucking screwed in supernatural Vietnam.
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>>54615749
In general, yes. GURPS has really solid mechanics that lend themselves to intense firefights. Its generic nature lets you throw in supernatural things easily enough as well.
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>>54615749
It's not just a great system for it, it has a sourcebook for the hard part: SEALs in Vietnam.
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>>54615749

I mean your alternatives are basically Savage Worlds or Shadowrun 5E with most of the cyberware ripped out? GURPS is made for this kind of oddball setting construction.
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>>54616051
could also be done in world of darkness, but I personally wouldn't
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>>54615749
Perfect. I'd love to hear more about your game idea.

I'd say about Nam is that in GURPS default rules it's a bad place to be if you like living for a long time. Guns outrace armor development, you have modern assault rifles and battle rifles shooting at nylon and steel plate flak vest. Gunshots can kill quickly and your only saving grace is the amount of cover and concealment that the jungle offers.
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>>54615749 here, thanks for all the fast replies! I'll definitely start reading through the system.

The game plan is basically the hardest of hard commandos hunting for Soviet science experiments in the jungle. What sourcebooks would you recommend reading for cyborgs, magic (I'd assume just GURPS Magic) and psychics?
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>>54616507
>magic (I'd assume just GURPS Magic)
That's where you're wrong. GURPS Magic is a catalogue of spells for the magic system present in the Basic Set. There's other systems, but before you tackle magic systems and books, I'd think long and hard on wether magic will be available to the players at all. If the answer is 'no', you'll find great service in either not using one and just being descrpiptive, or just hacking magical effects together using advantages.
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>>54616507
For your first game, less is more. The Basic Set's advantages and disadvantages are enough to represent cyborgs and weird experiments, and it's chapter on psionic powers should work as well. Magic is a decent addition, though, because it just expands the list of pre-made spells, so not a lot of complexity there. Honestly, I'm not a fan of the default magic system, but it works great for newbies because it's very straightforward, takes a lot off the GM's plate, and doesn't require much in terms of judgement calls in-game.

Use Action 2. The templates from Action 1 won't be super useful beyond beating into your head that everyone needs at least Luck [15], but the rules from Action 2 are great for speeding up, simplifying, and streamlining adventuring and combat scenarios.
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>>54616507
Basic Set has enough magic for your game, really. Either stat things up as Afflictions or Innate Attacks, or use the spells in the magic chapter. Ultra-Tech has cybernetic and cyborg templates, but you don't want to read it for anything else at this stage. Psychics are just done by giving advantages (Telekinesis, Mind Control, Telepathy, Innate Attack (Burning), Clairvoyance, etc).

Seconding Action 1 & 2 for templates and rules. Very good stuff, lots of streamlining that will make running easier, and best of all a treasure trove of examples of the rules in use.
>>
Bumping thread and question for the night
>>54606093
Unrelated, please tell me about your favorite magic items you've had in games
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>>54606093
Magic irrevocably changes settings if it's not new to the setting, under extreme control by some sort of cabal, or otherwise too dangerous/inefficient to use for PCs. Magic is too much of a leap technologically for medieval settings to handle. You're going to wind up with something closer to TL3+5. Instant communication alone is fucking amazing, because the size of a kingdom was limited to how far away they could give and receive information (typically through road networks, which also supplied armies as helped move them around). Throw on whatever magic you can find that transports things faster than a horse-pulled cart on a decent road and it quickly gets out of hand.

Of course, most people just ignore all of that so they can play their fantasy with magic. I do it, everyone does it. Not doing it leads to madness, or Technomancer.
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>>54617732
>>54606093
>>54616643

To all of you..

For Basic Set magic (and the GURPS: Magic book) every spell is a different skill.

Just like you aren't likely to allow every skill and bit of equipment in the book into your game, you should do the same with spells. Consider every spell on it's own before allowing it in your game and think about how it might change things.

On the bright side, each spell can change a setting a lot. Even if the only magic around is the ability to create fire with FP points that's still pretty huge.
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Are there way to make transformation imbuements lasting more than one hit?
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>>54616507

If you want to play werewolf commandos ripping up VC Rồng-men in the delta you might want to check out Monster Hunters. This also had Ritual Path Magic, something a lot of people like but you might not fall in love with.
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>>54618708
Vehicle Imbuements introduces a perk that does something similar. As long as your effective skill remains 16+, you don't have to roll to keep that your imbuement active, though you still need to spend the FP and the perk is specialized by imbuement skill.
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>>54619844
Does the perk let you get away with 0 FP if you can eat the -5 to reduce costs while staying above ESL-16?
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>>54617785
What spell are you referring to for instant communication?
I don't have it on my list, so it must have several prerequisites, and as stated, only spells with 0 or maybe 1 would be widely available.
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>>54617785
Why is communication so amazing? Instant communication can't be *that* much quicker than travel by horse when you consider the time it takes to react to anything.
I don't disagree with your general point. Magical metallurgy at TL3 would be huge boost in quality to tools for all craftsmen, spells for keeping food fresh, etc.
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>>54623000
When it takes so long to react to anything, having communication shave minutes or hours from your reaction time makes all the difference between being caught out of position, and striking an enemy's flank.

If you don't understand why instant communication is so amazing, read up more on the American Civil War and how quickly things went to shit when telegraph wires were cut.
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>>54623000
Are you kidding
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>>54621408
Yes. Assuming you've got skill 21, go nuts with the -5
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>>54623157
Yeah I get that, for small scale it's great. But when we're talking about the size of an empire, amassing and marching soldiers from one side to the next still takes ages, to the point where the time it takes for a horse to travel with the message feels kind of marginal.
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>>54623621
Two weeks head start is two weeks head start, bruh. And you don't think faster, more reliable communication would speed mobilization?
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>>54623621
You are literally retarded.

Let's say that taking your main military force to the border takes a week, accounting for logistical concenrs, and that it takes half for a scout to return from the border to the capital with news of an attempted invasion.

You'd be retarded not to see that without instant communication, the army takes at least 9 days to reach the border, and with instant communication it takes 'only' 7.
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>>54623856
>a week
Try a month. Or half a year. Starting a campaign is a big and arduous task, it's not like you have soldiers standing on the ready.
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>>54623972
What are you even doing? This is literally a non-argument, by whichever amount you increase the time intervals, the discrepancy between a campaign with and without instant communication only worsens, making it incredibly valuable no matter the size of the country, characteristics of terrain, or scope of the campaign.
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>>54623621
You literally have no idea what you're talking about.
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>>54624052
This

Besides the effects on military matters are only part of the story. It has far reaching implications socially, politically and economically.
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>>54624051
If it takes two-three months to start a campaign (which is generous, considering all the farmers have to be drafted, equipped, etc.), does the two-three days you save by not having to send the message by horse really matter all that much?
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>>54623621
>>54623000
How are you this retarded

You're arguing against the usefulness of instant communications, ON AN INTERNET CAPABLE MESSAGE BOARD
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I feel like the weapons in UT are a bit setting specific.

Would you guys like me to add some more generic ones a la paranoia?
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>>54624230
Even if it saved only a few hours, it would always be a massive advantage.
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>>54624230
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>>54624236

What kingdom has expanded to massive size because of the internet?
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>>54624254
Explain how.
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>>54624262
>What kingdom has expanded to massive size because of the internet?
Murrica get Trump as president by internet hype
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>>54624262
You are missing the fucking point

Enough so I am now suspicious you're simply trolling us. Too stupid for human capacity...
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>>54624262
None really, however science is rapidly advancing at a quadratic rate due to instant communications.

Getting a huge technological advantage would make a society grow pretty quick
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>>54624268
If you're this fucking stupid, do yourself a favor and just stop breathing.
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>>54624268
>May allow you to catch an enemy in a disadvantagheous position
>May allow you to reach a besieged fort before it runs out of supplies
These two are off the top of my head. The possibilities are endless, though. Information is one of the most powerful tools in any war. The ability to acquire this information accurately, through any distance, barrier, terrain, weather and with no possibility of interception already blows normal scouting out of the water, the fact that it is also instant would give the army that possesses it such a massive advantage that the only way to lose in such a war would probably be simple incompetence and unluckiness, no magic or technology can save you from those.
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>>54624238
Yeah that definitely sounds good. We need more UT stuff in general
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>>54624238
Yes.
Yes, yes yes yes. Please.
>>
Is there a way to heal someone by a variable amount (like say, 1d6 HP) through advantages? Like a modified attack that heals the amount of damage it would deal.
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>>54626297
Just use Healing and let player convert 4 points to 1d6 and 7 to 2d6, just like optional rule for converting adds to dice.
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>>54626297
In general, GURPS stands by 1d=3.5 or (with rounding) 1d=4 and 2d=7. I think there are a handful of examples that apply this to healing, but mostly you just need your GM to sign off on it.
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>>54626965
>>54626986
It's so simple I feel stupid now. I would appreciate nevertheless a way to 'inverse' damage as it is also an effect that would come up in my campaign (as an example, healing a zombie would damage it instead, pretty videogamey).
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Wanna make game highly influenced by Saints Row series.
How much points per pool [stats/adv/dis/skill] to start with, in TL9 without supernatural exotic shit?
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>>54627095
>a way to 'inverse' damage as it is also an effect that would come up in my campaign (as an example, healing a zombie would damage it instead, pretty videogamey).
Buy innate attack as alternative ability to that. Toxic or non-incendiary burning should be fine.
>>
>>54622636
Message. The general flow looks like this:
Sound -> Thunderclap -> Voices -> Great Voice
Two "Seek" spells (Seek Food, Detect Magic -> Seek Magic) Seeker -> Message.
Minimum requirements: Magery 1, IQ 12.

If the spell is available at all, it's going to become a major problem, for reasons already covered in this thread. Even if your total global population was only 1,000,000 people, and only 0.001% of those people were qualified for Message, that's a thousand mages, which is more than enough for military application (I'd wager as few as 100, even 50 would be enough).

Even if you banned any spell that required Magery 1 or higher, you have ghetto message in the form of spells like Dream Sending. While it relies on two skill rolls instead of one heavily penalized skill roll, I can easily see a network of "dream talkers" being used, who take knockout drugs to sleep at all hours of the day, and are rigorously trained in dream interpretation (Skill 13, at the minimum) in order to get it right most of the time (skill 15+ preferable). While that does make for a bit of fluff for a setting, it still does wreak havoc on it if you want it to stay middle ages/medieval inspired. And then you have Dream Projection.

And that's not even getting into spells like Measurement and Sense Emotion, both of which would be incredible boons in engineering and politics. Holy shit would Sense Emotion be amazing in politics. No more paranoid dictator killing off everyone, they have a spell that just tells you how loyal they are to you.
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>>54627237
I really dislike this approach, since zombies aren't the only creatures that can be affected in this way. I'd require every player to create extra abilities for every type of creature, not to mention sometimes damage will be inverted into healing instead, (attacking a fire creature with fire heals it). Such an approach is simply non-viable, definitely useful for other campaigns but not for mine.
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>>54627317
Slap Holy or some other modifier on Healing, and have it as a feature that it harms undead. Probably those with IT(Unliving) + Reprogrammable. It's a pretty simple campaign switch. Ditto for fire with fire elementals (although really fire elementals should have absorptive DR vs. fire). All of this is balanced out by, if the party ever makes friends with a fire elemental or undead, they won't be able to heal them in a conventional manner.
>>
>>54627253
Understood, I'll think more on Message, thank you for your thorough answer.
Dream Sending is interesting, and I'm now considering a country that makes use of it, and allowing the advantages and troubles that go with it play out over the course of the game.

Sense Emotion and Sense Foes are both on the "widely available" list, and I am very interested in them. However, Hide Emotion is right beside them, so for now I think that will all take care of itself.
>>
>>54627445
I think it should be a 0-point Feature of undead templates, something like "Damaged by Healing with Divine power modifier, healed by Toxic Attack with Unholy power modifier [0]."

Fantasy Zombies and the like already have a host of 0-point features like Affected by Pentagram, Affected by True Faith, etc. etc., so throwing one more onto the pot shouldn't be an issue. Also, unless the players themselves become zombies or start building an undead horde of their own, there's no real reason to worry about enemy point costs.
>>
>>54627317
You don't need another ability for every type of creatures. In fact, you can do this in a few ways..

Give Zombies/Undead/Ect a -10 exotic disadvantage / feature: Harmed by Magic Healing. (All Healing deals damage instead).

Or.. like they said >>54627445
You can make damaging undead a AA on a Healing power with accessibility (Only on Undead/Unholy) for -30%
>>
>>54627464
Good luck on your setting. I feel like Hide Emotion could be obvious if it's always deep calm. There's also the issue of it having a duration, while Sense Emotion can be cast once. Assume the average mage has 10 FP, it's 2 FP to cast Hide Emotion and two to maintain. I'm not sure how visible FP loss should be, but I feel like if sprinting for 15~30 seconds makes you lose an FP, it should definitely be visible. That means you can keep someone in a chamber for an hour or two under observation and see if they get winded for no good reason, just stab 'em in the hand as a "matter of precaution" since most wizards will faill the will roll (and repeated "loyalty checks" can happen every month for those whose loyalty is important), take them to a no mana zone, or just have them take a knockout drug so they can't maintain the spell. There are a variety of ways to overcome Hide Emotions, and I can see normal nobles and such using them.

But that's focusing a lot on a single spell, when the point I meant to make was that there are many spells with low/no prereqs that can turn the world on its head.
>>
>>54627154
Saint's Row 1 badasses can pretty casually beat the shit out of normal people and should be 150 points or so.

Saint's Row 2 is still grounded-ish, and ramps things up. Call it 200 points.

Saint's Row 3 is legit crazy and goes to 350. Even a full SWAT team isn't a match for Johnny or the Boss.

Saint's Row 4 is 400, outside of the simulation.
>>
>>54627445
To you it might seem like I'm drowning in a puddle, but I really do need a generic, catchall 'damage heals, healing damages', since I'm specifically trying to recreate an effect I have seen in a few videogames, in Final Fantasy games it's called Reverse (a spell can induce this effect temporarily). While the examples of zombies and elementals are perfect for their specific case, I do need to do something about the general case. I think I might need to create a new advantage or disadvantage from scratch, but I was hoping I wouldn't need to.
>>
>>54628059
Affliction (Variable Enhancement, +500%; Accessibility, can only be used to "reverse" resistances, weaknesses, and other such things, -20%) [58/level].

Built on Variable Enhancement (Power-Ups 4, p. 5) and with the intent that the best you can do is afflict Injury Tolerance (Damage Reduction) 1, which divides injury by two, although it's likely to be a limited form of IT(DR). This lets you negate advantages, afflict disadvantages, etc. and is pretty all-encompassing. This is the best idea I can come up with. Not sure if it does what you want entirely by RAW, either, but it's close enough IMO.
>>
>>54628059
>>54628278

Divine Curse: Holy power source Healing harms you (-10 points) is perfectly valid. Note that Divine Curse, in general, is a very, very flexible Disadvantage.
>>
Here's something a little off topic. I'm a wanna be writer, and to make sure my characters are interesting I run them through gurps character creation. Typically, I give heroes 150 points and villains 200. This usually forces me to give characters flaws, typically ones I wouldn't otherwise think of. Seeing a list of all these advantages and disadvantages can inspire a lot ideas for stories and characters for me as well.

For example, I was writing an older professor character, when I realized he was just too good. He could realistically solve any problem thrown at any character in the book. Running him through gurps, he ended up with about 250 points. So I had to make him REALLY sick and old, plus make a lot more people hate him. He became a much more interesting character.

Does anyone else use gurps or aspects of grups in non-tabletop ways?
>>
I want to have a character with stress-induced Chronic Pain.

What's a good modifier value to change it from a per-session roll?
>>
>>54629010
I've certainly gone the other way, writing stories based on characters from my games.

Limitations and problems with characters really drive the imagination, that's a great point. GURPS disadvantages are great for putting a character into the story and building up limits and challenges the character will have to overcome and can even remind you that heroic, positive traits can hold someone back and tie their hands.

I love Pacifism (Cannot Harm Innocents) in GURPS. It's effect is that a person with it can't use lethal force unless threatened with lethal force and won't take actions that will harm or recklessly risk the safety of innocent people.

Finding ways to make that hold someone back leads to interesting stories. Forcing someone to surrender to police because they can't escape without killing them or putting them in a place where they can't use an easy, expedient option because it would likely kill uninvolved people is fun, and can make a person seem naive to people without the same flaw.
>>
>>54629010

First off, characters in books are always more competent than in games, because games need to be balanced. It's fine if you're developing realistic characters in the real world, I suppose, but for epic heroes?

I don't think your practice is wrong, but heroes of stories don't need to be restricted.
>>
>>54629010
>Does anyone else use gurps or aspects of gurps in non-tabletop ways?
Does buying the books just to read them (and to occasionally build vehicles) but literally never playing any actual campaigns count?
>>
>>54629528
I know what you mean, but characters in stories really need limitations and restrictions. Reading about it or playing it a character is more fun when they have limitations and weaknesses. Without kryptonite superman would be a lot less fun.
>>
>>54629528
I completely disagree. A hero in any story needs to be limited or else there is no conflict, otherwise stories would end up as "But I was so great that no one could stop me, and everything was perfect." They're so good, we're never really worried about any negative outcomes that could occur.
>>
>>54629595
>>54629605
There's a smooth continuum between "Mary Sue", "Cool character with realistic limitations", and "Boringly realistic character".
>>
>>54629634
"Brilliant professor with the spectre of his mortality haunting him" is as realistic as it gets, but it's still a great concept. What issues do you have with it?
>>
>>54629652
None at all.
>>
>>54629740
So... why bring it up at all?
>>
>>54629812
I don't think his problem was with that explicit example, just a somewhat philosophical disagreement that building characters to a point limit is a useful writing and character development exercise.

I can see his point,but I think it's useful and interesting.
>>
>>54629973
No, I was only pointing out the middle ground between these two extreme-seeming positions:

>>54629528
>Characters with limitations are too realistic to be interesting.

>>54629605
>Characters without limitations are Mary Sues.
>>
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>>54629506
I too like to write up fanfiction about how the characters in my game fuck

I like thinking of them having sex. One big happy sexpile. Mm.
>>
>>54630066
I think people forget that they're only Mary Sue/Gary Stu when it's someone's self-insert or fanfic character.

When they're the actual protagonist of their own story and setting, they're just bad characters.
>>
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>>54630591
https://allthetropes.org/wiki/Canon_Sue
>>
>>54630734
Yep, like Gilgamesh.
>>
Is there a good RIFTS conversion?
>>
Gladiatorial one-shot with pregens to teach newbies the ropes of the most in-depth part of GURPS: y/n?
>>
>>54633893
I wouldn't go deeper than GURPS Lite. Sounds like it could be fun, though. Are you planning on them escaping/a broader adventure beyond the arena?
>>
>>54634108
I was thinking GURPS Lite, but every fighter also has a gimmick that's actually a part of the larger rule set e.g. only Fredrick the Assassin can use hit locations, only Kromm the Barbarian can use Extra Effort or Committed Attacks, only Deft Stefan can feint, etc. That way (I'm hoping) everybody learns the more complex stuff bit by bit.
>>
>>54634484
I might pare things down a bit. Frederick can stab the vitals, Kromm can use Mighty Blows, and Stefan's fine as he is (but make sure to include high-defense, low-skill enemies for him to feint against, e.g. Skill-12 dudes with big shields and defensive attacks). I also would run them through a few combats so they can get the hang of attacking, moving, and damage, then introduce elements where their extra options are helpful. Zombies with "magical organs," something with lots of HP, and low-skill high-defense enemies. That sort of thing.
>>
>>54633878
>>54633878
I don't think so, given Simbadia's mad rage at anybody doing conversions.

That said, armed with a few RIFTS, UltraTech and Fantasy you could play a game set in the the crazy world of Rifts useing GURPS.

And unlike Rifts there's be real rules for how to repair damaged armor and war machines.
>>
Where are the rules for building a headquarters or something?
>>
>>54624238
Go for it man! Make it into a PDF and put it in the unofficial sourcebooks section. We need more UT shits
>>
If my character primarily wears a mask, would I purchase ugliness with a mitigator?
>>
>>54638443
I'd say no. The reaction penalties for being ugly would be the same for some creep that always wore a mask. Might even be worse when you consider something as simple as a hockey mask makes you look like a serial killer.
>>
>>54636300
1) "What's In a Lair?" is a Pyramid article focused on base building.
2) A spaceship with no engines, legs, or drivetrain is an immobile building.
>>
>>54638688
I'd say they are different penalties, but a lot of curious people and securely are going to want to see your face. Face-concealing helmets/ mask give -2 reaction, certainly not as bad as being monstrous.
>>
>>54639071
Monstrous implies more than a fuckugly face though. To cover up being monstrous, you'd need something more extreme.
>>
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Can anyone post a PDF for Underground Adventures? Or similar published adventures?

Would be really appreciated.
>>
>>54642937
It's in the pastebin, dude. Check the GURPS 4th Edition folder.
>>
>>54642960

Shit, you're right.

My bad.
>>
I don't know if this is the right place to ask, but what are the physics of not having a reflection in a mirror? If you're visible because you reflect light, and mirrors work by bouncing that light back or whatever, is it physically impossible? Thinking about a modern setting with vampires and deciding if not having a reflection makes sense. I know it doesn't matter because they're vampires, but I want to know just for my own amusement.
>>
>>54639071
Depending on the setting and tone though it could have no reaction penalty.
>>
>>54643726
It would be completely impossible, yes. There is no physical mechanism that could be manipulated to stop light from reaching and bouncing off certain surfaces and not others. That said, I would steer away from raw physics and go into the realm of neurology: The brain unconciously selects the vast majority of all data that it receives from your senses and discards it. You're never actually aware of, for example, every single inch of fabric touching your body from your clothes simultaneously. At most you can focus on some sections, but it would be completely false to say that only some sections of your body are in contact with your clothes at any given time. The eyes are no different. In fact, your visual information is incomplete, the edges of your vision and the dead center of your vision are practically veritable blind spots, and here is the relevance of this: the brain paints over these blind spots using the incomplete information. Despite the fact that no information in the dead center of your vision could reach your brain, you don't see a small dark spot everywhere you look, the picture is seamless, so good is the brain at hiding these blind spots. So it is with the edges of your vision. Many studies agree, most of your vision is a (very accurate) fabrication, most details you're not focusing on are completely imagined.

If you're itching to give your vampires a realistic twist (with a dash of magic to paint over the imperfections), those two facts should be of use. 'A vampire's magical nature tricks the brain into thinking their reflections are irrelevant information, which is promptly discarded, and the brain simply paints over the void, making it seem as if there's nothing there, only the wall behind them.'
>>
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I realized that i am really-really-really fucked up on everything about in-game cities and city infrastructure. How to portray them live and show that they have connection with other neigbor towns and how far they?
Like i really don't know what to do with party in there, besides as to tell them story about how did they arrived on their van to destination point from their house and now they should do business.
I dunno nothing about what they can find in that district, how big is she, how far from other districts, is there stores, parks, parkinglots, bars, whorehouses, dockyard and etc. I mean one question and i breaking tempo, stuttering and mumbling about are here or not armorsmith shop.
>>
>>54644208
Fascinating and horrifying. Thanks for the detailed explanation/justification. You could justify a vampire amplifying their magic so that they're seen as irrelevant information as well, or possibly even incorrect information. That'll be fun to stat up.

I also, somehow, get the feeling this is related to Blindsight. That usually comes up when talking about realistic vampires. I should give it a read one of these days.
>>
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>>54644208
This is pretty good. I'd note that while human eyes are imperfect, the image you work from itself is generated in your brain.

Think of it like two cameras with a known flaw getting their recordings combined and processed by a computer. The fact that the cameras have a dot in the middle is 'fixed' by using the image from the other camera and by constantly shifting their aim just a little bit, then remembering what's under the blind spot and storing it in a frame buffer. In fact, cameras have to move quite a bit, as the high resolution field of view is relatively small.

So your brain is doing a lot of processing. Optical illusions, fun ones, tend to work by fooling this processing. Images that seem to move or vibrate by simply putting colors next to eachother with high contrast, for example.

>>54644275

Pick a few locations in a city and flesh them out a little before hand. I like to do poor, rich and middle class areas, and try to think of why a interesting story might happen there.

Like..

Broadstreet Market: The location of Broadstreet Station, where you arrive in town, where people are constantly loading and unloading things from trains. There is a huge market square here lined with specialty shops, you can find almost anything you might want to buy here.

Rook Island. In the middle of the river connected by bridges, it now holds a decaying fortress and the slums that sprung up in the shadows of it's walls. You can buy anything too illegal for the broadstreet market here if you are rough enough to avoid being robbed or murdered.

The Heights. Built on the bluffs above the city, the Heights hold the center of government and the houses of the rich and powerful, as well as the Royal Mint. Guards are thick on the ground here, and anyone that doesn't fit in is watched carefully.
>>
>>54640851
Monstrous could be mostly concealed with clothes and a mask. In some cases anyway.
>>
So the book says that you can be blind with Scanning Sense and/or Vibration Sense.

How would that effect combat? Blindness is a flat -6 to pretty much everything, how much do they reduce that by?
>>
>>54648543
It really depends on how that Monstrous look manifests and where the line is drawn between Hideous/Monstrous/etc. A human(oid) with slimy skin, thoroughly warped facial proportions, lidless eyes, lipless mouth, and sickly yellow skin certainly seems Monstrous, but that would put it at the same appearance level of a pile of tentacles, teeth, and miscellaneous insectoid bits.
>>
>>54648568
It depends on the level of detail the other senses give; some are the equivalent of vision in terms of the what you can make out, while others give little more than "it's somewhere over there." For vibration sense, I'd guess that you can detect where they are standing but not their posture, stance, facing, etc. This means the -6 stays at -6. That doesn't sound useful, but it's better than basic Blindness where you don't even know what hex to target.

Powers: Enhanced Senses goes in to a LOT more detail on this if you want to do some light reading.
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>>54602214
I got a question about RPM; Does TRANSFORM requires a time modification or is it permanent like restore?
>>
>>54650679
Transformations are temporary and have a duration.
>>
>>54650737
How should i deal with changing someone size? also, what about the ST?
>>
>>54650755
Have it add Growth and the necessary levels of ST at the appropriate discount. RPM gets weird with 0-point features--technically speaking, Silicon-Based Lifeform is a 0-point feature from GURPS Space meant to simplify alien creation, but applying that feature with a ritual creates the world's cheapest insta-kill spell (assuming Earth-like environment).
>>
>>54651004
Effect matters. For an instant kill, no matter how you are doing it, pay for it as Heart Attack
>>
>>54629577
I hope it counts for something 'cause that's where I'm at.
>>
>>54630082
Why is Patton Oswalt playing D&D by himself?
>>
>>54628355
Is there a list of divine curses and how much they provide?
>>
>>54650679
Whooee, this dude's never been a janitor.
>>
What is the name of that part of the skill that is "+x". Just skill level?
The effective level = attribute + this part + various modifiers from equipment, conditions, environment, etc.
>>
>>54657352
Relative Skill Level, B171
It's usually only important for templates or when you have to make a roll based on different attribute.
>>
>>54656079
Yep, hence the filename.
>>
>>54653618
>>54629577

Me three. I love the crunch of GURPS. There's just nothing like the pure crunch you can get in those books. Almost every conceivable possible rule you would need. And all those advantages and disadvantages can inspire some great campaign, story, or character ideas.
>>
>>54657566
Dang, got me.
>>
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How to add to (Wild West) setting new gun manufactorers who are not reskins, if in there already exists those who was here historically (Derringer, Colt, S&W, etc from HT books.)?
Game about "TL5 xia cowboys, traders and politics" where all gun manufacturers are literally big cartels who controlling all west, and party are hired to endorse production of some small companies.
>>
Is it worth buying gyrojets?

Would it be worth spending points on TL 9 to get one?
>>
So if I wanted to make a spell permanent that costs 100, but don't have 100 energy how do I do it?
>>
>>54659979
Powerstones, energy-granting artifacts and places of power, or a fuckhuge ceremonial casting with a ton of followers. 100 points is a lot and can power some insane spells, so it should take a lot of effort to gather.
>>
>>54659784
Ehh. If you're going TL 9, get a Payload Rifle or Grenade Launcher.
>>
>>54660050
Can I slowly make it permanent?

I've got 85 energy not counting HP(75ER, fat10) can I rest for a few minutes or do I have to start again?
>>
>>54659784
At TL9, GL or payload rifles are nice, but adding ETC to smgs and shotguns can be really nasty too. An ETC payload rifle is glorious if you can afford it.
>>
If I am making a wizard who doesn't wear convential armor , are their magical alternatives?
>>
>>54660436
Yes. In Magic, the Shield spell, for instance, gives you DB to assist in dodging/parrying. There's another spell that gives you straight DR instead, but I forget the exact name.
>>
>>54660436
>>54660462
Steelwraith is insane if you can manage it. You'll still get shreked by animals, clubs, and fists, but if your game is like most, the vast majority of enemies will be using swords, axes, spears, etc.
>>
>>54660436
>>54661846
>>54660462

Missile Shield just no sells every projectile that needs a direct hit to do damage. For the low cost of 5, every projectile shot at you misses for the duration.
>>
>>54660074
You are there if you've got average HP.

75 Energy Reserve, 10 FP, 15 HP = 100. This blast you to -5 HP, but you won't be in any danger of dying as long as someone is there to tend to you.

But no, the cost hits all at once. If you can't come up with the full price you can't cast it.
>>
How strong do you think would be a modernized and industrialized china? So china takes over the role of japan.
>>
>>54662313
Scary

Can you tell us more? Military organization and so forth?
>>
>>54662187
Should I just suck it up and buy a power stone?

Is it even worth getting tons of wealth as a wizard?
>>
>>54662313
A modern and industrialized China from...what era? WW2 onward, they'd be NATO's main competition during the Cold War, and potentially win.
>>
>>54662356
>>54662412
For a alternative world war 2, where china takes the role of japan.
>>
>>54662447
Well, Japan wouldn't have needed to be nuked, this changes so much that it'll take a while to consider all the knock-on effects.

To think the first nuclear bombs might have been dropped on Shanghai and Tianjin instead. An industrialized China would have been an incredibly more potent threat than Japan.
>>
>>54662447
We nuked china?


Cool, what cities?

They would probably have their own weapons like the Russians
>>
>>54662382
You can make one-use powerstone.
Also dedicated powerstone (built-in in Magic Staff before it was enchanted with Staff Spell) give 2 enegry per 1 used.
>>
When a missile spell like Fireball or Icy Sphere says the cast time costs 1 to 3 seconds, does that mean you can just concentrate for longer when casting to put more energy into the spell for a bigger effect?
>>
>>54662701
Magic page 12
short answer yes
>>
Can someone please run me through the explosion and frag rules? I've read the book section like 3 times and I honestly cant follow all the moving parts.

Is there a cheat sheet?
>>
>>54644208
Vampires are invisible and what you see is only an illusion in your mind.
>>
>>54663393
>explosion
Attack noted by "ex" postfix, with area radius of 2 yards per dice of explosion damage. Full damage at Ground Zero, and reduced by 3 times per yard away from GZ.

>frag
Attack noted by dices in "[..]". Skill 15, rcl 3 attack with area of 5 yards per dice of [fragmentation damage], usually centered at Ground Zero.
>>
You know what convinces me that the gurps creators are wizards

Enchanted dodge costs 15
Whereas buying up bs to the same level costs 20

The big difference is that basic speed is your initiative and basic move

The whole game is filled with internal balance like this

Wow
>>
>>54663393
>Explosion
Roll listed damage divided by (3*distance from center of blast); this means you roll 1/3 damage against targets 1 yard away, 1/6 against targets two yards away, 1/9 against targets 3 yards away, etc. You round down. For example, this means a grenade that deals 6dx2 cr exp deals 12d at dead-center, 4d at 1 yd, 2d at 2 yd, 1d at 3-4 yd, and no damage at 5+ yd. Honestly, I have no idea why the book specifies collateral damage extends out to 2x(dice of damage) yards as damage drops to 0d well before then.

>Fragmentation
When an explosion with fragmentation damage occurs, make an attack with effective Skill-15 and RCL 3 against everyone within 5x(dice of frag damage) yards; everyone hit takes the full fragmentation damage per hit.

I honestly prefer Dungeon Fantasy's approach to frag damage; anyone that is hit by the explosion (even if their DR reduces it to 0) is hit by 1d-3 fragments (min. 0, I think). I like DF's take because it's speedier.
>>
>>54663951
>Whereas buying up bs to the same level costs 20
You can drop 1 BM and get dodge + initiative
>>
>>54664003
Or you could just buy combat reflexes
>>
>>54664025
CR don't have levels
>>
>>54664003
Dropping secondary characteristics eats up disadvantage limits, though.
>>
>>54663960
It is possible to get damage out to 2x the explosions damage dice in yards. You are dividing the damage dice by the distance not the actual damage amount(that is, the amount rolled). If you divide the actual rolled amount, what the book says can work.

Doing the math, a 12d explosion can do up to 72 damage. At 24 yards (2x the number of damage dice), you would end up dividing by 72, resulting in 1 point of damage. Beyond that, you get 0 damage as you round down.
>>
>>54665137
Huh, I always figured you divided the dice, not the resulting damage. Yeesh. I guess that makes more sense realism-wise, but it's more mathy than I'd like; I prefer to do all the math ahead of time, keeping the game itself from getting bogged down.
>>
>>54665276
Explosions are one of those things where you either have to go for unrealistic simplifications or do math at the table.

A good dodge for this is fragmentation weapons, however. The basic explosion is small but the fragmentation damage has reasonable range that is much less effected by distance.
>>
Is it a good idea to recommend GURPS without ever dropping its name, just describing some of the mechanics? Like recommending someone pick up Monster Hunters or After the End, and saying that the former has a book for X-Com aliens, and the other is "basically Fallout"?
>>
>>54666977
Sure. Note you might have to then teach the person GURPS, but most games can handle the idea that you were suggesting a GURPS powered setting.
>>
>>54667190
Makes suggesting Action hard to do, though. I guess you could sell it as a two-book bundle: "Action 1 - Heroes" and "Action 2 - Exploits".
>>
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I'm working on a viking age game, are their any good resources for that?
>>
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>>54670796
Obvious GURPS 3E Vikings, maybe 3E Celtic Myth/Middle Ages depending on the tone.
>>
>>54664158
BS+1 (no BM increase, -25%) [15]
>>
>>54672080
That would still count against the disadvantage limit. Making it into a modifier doesn't magically mean it doesn't apply.
>>
>>54672107
> [B11] A disadvantage is anything with a negative cost, including low attributes, reduced social status, and all the specific disabilities listed in Chapter 3. In theory, you could keep adding disadvantages until you had enough points to buy whatever advantages and skills you wanted. In practice, most GMs will want to set a limit on the disadvantage points a PC may have.

> [B119] Each disadvantage has a negative cost in character points. Thus, disadvantages give you extra character points, which let you improve your character in other ways. But note that disadvantages limit you in proportion to their cost. Be sure to read the disadvantage description in full to know what you are getting into!

> [B262] A “meta-trait” is a collection of traits that are typical of a particular mental, physical, or supernatural state. In game terms, it functions much like a regular advantage or disadvantage. A metatrait can be part of a racial template or bought by an individual with exotic abilities. Record a meta-trait instead of its components on templates and character sheets.

BS+1 (no BM increase, -25%) [15] is stand alone advantage, which straight add +1 to your BS. Even if write it as "BS+1, BM-1" [15] it will be treated as meta-trait advantage and woudn't count in disad limit until it has negative cost.
Enjoy your broken point buy. Hug you.
>P.S. CR is highly unrealistic cinematic shit and should cost at least twice more for any game which marked as realistic.
>>
>>54672381
It's not a stand-alone advantage (nothing you have posted indicates this), writing it as a meta-trait requires you to have it as part of a meta-trait or be able to purchase exotic abilities (you can't read), and Combat Reflexes is priced the way it is for game balance reasons, like every other trait. In a game where the GM decides that a race would have BS+1 BM-1, that's fine, because racial disadvantages don't count towards the disadvantage limit. In a game where the GM is allowing exotic advantages to be bought, it's up to him whether or not to allow it as a meta-trait.
>>
>>54672381
I'm not sure what your argument is, because nothing you've said indicates you are correct.

It's only a metatrait advantage if you're playing another race that has this as part of their template. Also note
>It functions much like a regular advantage or disadvantage.
And is thus still subject to disadvantage limits on points.
>>
>>54672381
What are you trying to say?
>>
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>>54672381
.. so you're trying to abuse point buy through introducing a highly narrow meta-trait that adjusts exactly two stats and represents pretty much nothing?
when you have to reach this far, you're going to fall flat on your face.

feel free to try this in an actual game though, it's nice to have indicators on which players to drop immediately.
>>
>>54615749
There's a Savage Worlds game called Tour of Darkness that does exactly that, if you're looking for something with less setup work than GURPS.
>>
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GURPS
>>
>>54665784
Maybe stick with dividing dice, but instead of rounding down to 0, you keep it at 1d-3 until you hit the 2x(dice of damage) radius?
>>
>>54675914
I'm not sure if that's supposed to be a party of PCs, or a group of players.

It's pretty accurate either way.
>>
>>54675914
I identify as the torso-face man.
>>
Are there any martial arts cheatsheets? I keep forgetting little rules, like how you can make a judo throw after a parry and shit like that. Would be nice to have it all in one place.
>>
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>>54675914

As someone who's about to play in an AD&D game, that seems on par with what you can expect from the Monster Manual. Here's some stuff I grabbed from Complete Book of Humanoids the other day.
Being reminded of things like the Nuremberg Chronicle helped me put things in perspective a bit.

Also, I vow to never complain about the layout and structure of GURPS books again, looking back at AD&D again has reminded me how FUCKING AWFUL most other systems are by comparison, D&D in particular.
>>
I'm going to be running a gritty zombie apoc game soon, where I expect players to die on a per-session basis.

What's a good way to represent a dense thronging horde? Should I just treat it as an area of deadly terrain that attacks anyone in reach based on the number of hexes in contact which has a zombie movement speed? I'd rather not control each zombie individually in those cases.
>>
>>54677144
Read GURPS Zombies, my man. They go into detail on this.

The tl;dr version is treat them as a huge swarm if you aren't using a battle mat (one entity with oodles of HP and a bunch of attacks) or a horde if you are (use individual minis, but they attack and are targeted as a whole; each interval of a zombie's major wound threshold removes one mini--if the horde is made of HP 10 zombies with a MWT of 6, a strong dude with a fire axe that deals 18 injury with one swing clears out 3 zombies).
>>
>>54677289
Neato. Is zombies for 4e or 3e?
>>
>>54677302
4e. You'll be looking for Horde Action on p. 114 of that book.
>>
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>>54677495
>>
>>54662447
In terms of how powerful they would be off the top of my head and without digging in and doing some research to be sure, I reckon you would be quite safe assuming parity with the US at least (but probably it would be much stronger). US population in '39 was 130million ~56% urban, China was 517million ~3% urban. You would have to set your divergence point from history and work out from there exactly how they modernized and what kind of political system they ended up with and so on in order to be more specific.

Figuring out their political system and therefore diplomatic situation is also important if you're going for a realistic scenario because it will help determine why China is fighting. Germany Japan and Italy went to war due to a combination of ideology and a need for resources. A fully industrialized China wont have quite the same immediate need for resources as those two countries; China is quite rich in raw materials. This is important because you will need to make a very key decision which will largely determine how things work out in the end. That being how China treats the Soviet Union.

This can all only be realistic up to a point though as a truly realistic scenario accounting for such an early full modernization and industrialization of China would drastically reshape the entire world.
>>
>>54677144
What are you going to be doing for chargen? High PC turnover rates doesn't mesh well with GURPS's default in-depth approach to character creation. Templates? Skill sets? Pointless slots?
>>
AHOY MATEYS VEHICLES4e ARE ON BOARD!
>>
>>54681507
50 points with 15 disadvantage cap, no skills above 16. Maybe a handful of premades to start off with. Encourage everyman types. I might make some rolling tables.

Should take like 10 minutes to roll up a sheet with that.
>>
>>54681602
Wait what

does this mean we're getting a proper 4e vehicles soon or is this it?

I am still happy with memepunk vehicles.
>>
>>54681650
Yeah that's not too bad, and it will certainly be lethal at that point value, especially if the PCs are average Joes and don't have much in the way of survival skills.
>>
>>54681602
Is that a fucking mechanized elephant? And a blimb? I need these.

>>54681671
They announced that they're releasing a Vehicles line of premade vehicles a month or two ago. I guess this is one in that line.
>>
>>54681602
FUCK YES
>>
While crawling the collection I found the Deadlands book and now Im irrationally excited.
>>
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I need help /GURPSgen/, how would you roll up the flatwoods monster?
>>
>>54684826
What are its strengths and weaknesses? What capabilities does it have?
>>
>>54684892
We don't know. It's pretty fast, and can make your throat hurt. https://en.wikipedia.org/wiki/Flatwoods_monster
>>
>>54684892
>>54684989
That's entirely my problem, it's challenging for a first time dm to stat up a decent encounter when all the story has is "it's big, fast and there was a purple mist that was kinda like mustard gas"
>>
>>54685028
Then if you need help, you better give us more than 'how do we stat a monster no one knows anything solid about?'

Start with what you're trying to do with the critter, and how you want it to menace your party. What've they got? How much of a challenge do you need? Is it supposed to be fought at all?
>>
>>54685099
The pcs will be early '50s federal investigators in a x-com/x-files themed campaign, where I'll be pulling from every resource I can find to keep it interesting, I want to give them a good "oh shit" encounter without them actually winning or getting wiped.
>>
>>54685147

Well that won't be hard, just give it multispectral vision. Night vision tech for anyone on foot was practically unknown, and flashlight batteries in the 50s weren't all that great iirc.
>>
>>54685193
So darkness penalties all around, coupled with something large and fast, topping it off with a caustic mist. Would that be enough for five guys with BARs?
>>
>>54685147
If it's fast, give it a level of Altered Time Rate. That should cover superhuman speed, and it'll make it very dangerous in combat. DX 14, HT 12, and inease its Basic Speed to 7. Give it a level of Enhanced Dodge and this fucker is gonna be extraordinarly hard to gun down (Dodge 11 base, Dodge 13 if they All-out Defense (Increased Dodge) like a smart enemy and run rings around others). Maybe give it Injury Tolerance (No Vitals) and Injury Tolerance (Unliving) to make guns really weak against it. They can still chop it up, but that'll be hard because of the multiple levels of ATR and having such a high Dodge score. It's likely to wipe out a party unless they find some way to pelt it with automatic fire, use explosives, or trap it and rain attacks down on it.
>>
>>54685147
I wouldn't both with a full statline. Just figure out the poison gas affliction and you're good to go. Have the party stumble across the creature, set the scene with a suitable oshit description, have it drop a gas attack, and then have it flee. Repeat as necessary.

The entirety of the flatwoods monster (and a number of other folklore monsters, especially American ones) is that "it's spooky/dangerous" and "it's too fast/sneaky/invisible to be caught." The former part is all you need mechanics for; the latter is best done via GM fiat because that's how they basically operate in the myths to begin with.
>>
>>54685028
>>54685147


SM +1
ST 15
Claws (Sharp)
Basic Speed 8 (Dodge 11)
Altered Time Rate 1

Toxic Affection, 1 point of Toxic damage (gas) to a 4 yard area, resisted by HT -2, repeats every second when exposed.
>>
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>>54685256
>>54685270

Ha! Great minds think alike..
>>
>>54685270
>It runs at 39 miles per hour

Fuck me. Maybe a little too fast there, chief.
>>
>>54685256
>>54685265
>>54685270
I think I've got how I'm going to do them now. A little of column A(1&2) a little of column B. The old fight 'till injured then fuck off to the saucer routine.
>>
>>54614472
>The only person that we almost let in flipped his shit and went full autism when I let him know that one of the players is female
>>
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GCS says that a throwing axe defaults to DX-4, or Thrown Weapon (Axe/Mace) - 4. It should just be Thrown Weapon (Axe/Mace) with no minus, correct?

Just want to verify, since the equipment page from the basic set seems to agree with that, but I wanna make sure I'm reading it right (pic related).
>>
is there a good reason why the defender gets to see the attacker's result before deciding whether he wants to use an active defence or not?
>>
>>54685506
A throwing axe should be used with Throwing Weapon (Axe/Mace) at full skill, yes. GCS has lots of little errors like that. Best thing to do is send a pull request to the GCS library github.

>>54685521
Why wouldn't the defender get to see whether the attack is actually in danger of connecting before defending? Active defenses are reactive to good attacks. Not to all attacks.
>>
>>54685546
I was actually thinking about ranged attacks with firearms, is it possible to tell whether a shot will land before taking dodge as an active defence?
>>
>>54685624
Dodging against firearms is throwing off aim through evasive and unpredictable movements. And, as there's no penalty to multiple dodges by default, it's pointless to say whether or not you're dodging. You might want to crack open Tactical Shooting and read its autism for dodging firearms, though.
>>
>>54685506
Yeah, you're right. GCS has a number of tiny fuckups like that here and there, but that's to be expected from a free fan-project, and they're not too hard to fix.

>>54685546
I think the idea is that you typically don't wait to see if the blow would connect before you start moving to intercept. A punch would have to be exceptionally clumsy to not trigger that defensive response, and people flinch and duck from things that would never have hit them in the first place all the time.

That being said, I don't exactly agree with that statement, and I feel flinching and preemptive ducking is better represented by people spending their turns All-Out Defending rather than wasting defense rolls unnecessarily.

>>54685624
There are a few optional rules to handle stuff like that. One variant is in Tactical Shooting, and the other is in Douglas Cole's "Dodge This" article in the Gunplay issue of Pyramid. Even if you don't want the very detail-oriented rules from "Dodge This," I recommend reading at least the beginning of the article as it brings out numbers showing that while, yes, dodging only successful bullets may seem off, the odds of getting hit in GURPS are fairly in-line with real-world statistical data.
>>
How do you handle close combat for large, multi-hex creatures? When is it in close combat and when is it not?
>>
>>54686082
B391.
>>
>>54686156
But it doesn't explicitly say when a multi-hex creature is in close combat.
>>
How do I determine wealth at different tech levels?
>>
>>54687002
E NTERING A
F OE ’ S H EX
You may move or step into an
enemy’s hex using any maneuver that
allows you enough movement to enter
that hex. You are in “close combat” as
soon as you enter an opponent’s hex,
regardless of your maneuver or that of
your foe.
>>
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>>54687280
>ENTERING FOE SHEX
>>
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>>54687113
B27

>>54687299
That's so stupid why did I laugh
>>
>>54685506
You can fix this by double clicking on the Throwing Axe entry and going to the Ranged Weapon tab. Under skill used turn Thrown Weapon (Axe/Mace) to -0 instead of -4
>>
If I'm using partial injury rules from MA, do the DX penalties affect basic speed, or do the rules under "Temporary Attribute Penalties" apply?
>>
>>54687299
Shruck it, Trebek.
>>
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Stat me, /gurpsgen/

Also what books would I need for a good GiTS campaign?
>>
>>54688984
I treat them as other temporary penalties and don't recalculate derived stuff, but I don't know the official rules.

>>54687280
Do you have to hit the nearest hex, or can you aim for a different hex of a large creature? Can you hit the vitals targeting any hex, or only ones that look like center body mass? Does one hex of a large creature's body provide cover for other parts?
>>
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Man going full arcade style with my game has been huge fun

It's super enjoyable to hack apart rules and powers to make new ones for unique setting abilities and just slap them down as cheap event-reward options
>>
>>54689087
>Do you have to hit the nearest hex, or can you aim for a different hex of a large creature?
Why couldn't you?

>Can you hit the vitals targeting any hex, or only ones that look like center body mass?
Use common sense.

>Does one hex of a large creature's body provide cover for other parts?
Why would it? The only somewhat common situation I can think of is targeting a hit location diametrically opposed to you, and if your GM is willing to track that, you're in a harshly realistic game. Or MonHun.
>>
What happened to the mega?
>>
>>54690752
Nothing?
>>
>>54690777
It sure hecking isnt in the OP anymore.

Anyone got the link?
>>
>>54691461
Pretty sure it is.
>>
>>54691461
Bruh yes it is.
>>
>>54691461
In case you re still confused,the OP doesn't contain a picture, but a pdf. Link is in there.
>>
>>54689087
"Combat Writ Large" expands on fighting big creatures; you'll probably find something there. It's in the Combat issue of Pyramid.
>>
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>>54691520
>>54691487
>>54691475
turns out I'm a retard thanks
>>
>>54693779
It's okay dude. It's 4chan; we're all retarded autistic faggots here.
>>
I check BS, but don't found: "how much fuel vehicle need?"
I mean it is possible to get “curb weight” (with fuel but no other payload) by subtracting Load from LWt so say TL6 Jeep CWt is (1.6-0.4=)1.2, but it doesnt get me close to figure out how much fuel it need
>>
>>54693820
That being said, the murder simulator dropbox link in the PDF is broken. Looks like the file got removed.
>>
Harry Potter mage college setting with 4-5 schools of magic co-existing.

Best idea or worst idea?
>>
>>54694443
Schools as in systems of magic? Might work, though depending on which systems you're including, you may need to tweak them to keep them all at the same powerlevel. Which were you planning on including?
>>
>>54695225
I'm thinking basic, symbol, syntactic, powers and maybe one other that I haven't decided yet.

I'd probably make each magic system have its own set of classes, and characters are somewhat versed in all of them.
>>
>>54695622
Maybe RPM for the last one? Or an alchemy system?
>>
>>54695792
Alchemy seems basically perfect.
>>
>>54602214
Hi GURPS, do you happen to have spec ops book? It's hard to find
>>
>>54698526
I think I have it but this fucking site thinks Im posting spam
>>
Did the author ever tell us exactly what homebrew rules he used for the games that spawned The Malazan Book of the Fallen?
>>
>>54698526
No in mega 3e folder?
>>
>>54698720
You play on 2e?
If not i dont think it will help you
>>
>>54698764
I've only ever seen the 3 and 4e books, so nope.

>>54698526
If you go on the bay and search gurps, I think they have what youre looking for in the first torrent.
>>
>>54698731
>>54698697
>>54698779
Thanks guys, I didn't realise the op hasn't picture but pdf, I've got it
>>
ayy anyone know which pyramid has the sorcery magic system?
>>
>>54699597
3-63: Infinite Worlds II introduced it, though the Thaumatology: Sorcery Book exists, so I'll confess to not understanding why you want the pyramid article?
>>
>>54696437
Yeah, Alchemy would give you three systems with a focus on flexibility and two on raw ability
>>
Are there any ways to stop flexible DR from acting weird at high values? For example, if you have 10 flexible DR and take 11 crushing damage, you take only 1 damage, but if you take 10 crushing damage you take 2 due to blunt trauma.
>>
>>54702309
"Take the higher of blunt trauma or penetrating damage."
>>
>>54702351
That's perfect! So simple yet gets the job done. Thanks anon.
>>
>>54702351
Kinda weird that it's not the sum IMO
>>
so what you can tell me about the fantasy trip and its clones?
>>
>>54705464
Fuck is The Fantasy Trip?
>>
>>54705475
steve jackson(gurps creator) approach on fantasy
>>
>>54705599
Well, I've never heard of it. Looking at it on Wikipedia it's some ancient 80's system. You'd do much better to check out Dungeon Fantasy, IMO. Great rules, easy to get into, easy to find (check the OP for the first three books for characters, dungeons, and races. Throw in the 16th for wilderness adventures. Mix well with GURPS Lite and you're good to go). It's even getting a box set in October.
>>
How much money are kings meant to have? It looks like out fitting a single soldier costs $5000+ and they need armies of hundreds
>>
>>54705703
B265 puts a king at $60,000,000 for cost of living at Status 7, which puts them at a minimum of Multimillionaire 3 by B517's job rules.
>>
>>54705733
Not necessarily. As noted on the same page, you don't have to pay for the status gained from rank. You pay for your personal Status, and everything else would come from the kingdom itself.
>>
>>54706310
The feudal system lacks the traditional hierarchy that is assumed with Rank. Yes there are titles and a (very rough) chain of command, but at the end of the day, feudalism boils down to a dizzying network of promises, debts, allegiances, and rivalries. Barons listen to Dukes because Dukes tend to have more land, money, soldiers, and favor with the King than Barons do, not because of any formal regulation like with Regional vs Assistant Managers.
>>
>>54705642
you dont need the normal gurps book to play? just those three?
>>
>>54706635
You need at least GURPS Lite to understand how rolling and combat works. Basic Set (GURPS Characters and GURPS Campaigns) is what Dungeon Fantasy is meant to be played with, but you can get by with just Lite for a session or two. Basic Set has all of the equipment and combat rules Dungeon Fantasy expects you to use, though, plus the magic system. If you're serious about it, read through GURPS Lite first so you know how the game works before reading Basic Set.
>>
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>>54706440

Feudalism is really complicated, and was practiced in different ways in different places.

Oaths bind each person to the person above them, from a peasant to god. A peasant is sworn to a knight that owns the estate he works on, the knight is sworn to a noble, and the noble swears fidelity to the king, who is chosen by god to rule.

It's fucked up of course that a baron and a count that live next to each other might be sworn to the same king but have no oaths to each other, and so can go to war on one another.

The peerage is also fucked up in that, while a count outranks a baron and a duke outranks a count, dukes don't really get to command dukes. A duke that wants a favor from a baron has to make a deal, threaten or convince the king to make the baron do it.
>>
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Stay GURPS
>>
>>54659779
Basically make a mix-and-match of various cartridges, barrel lengths, actions, magazine/cylinder sizes and other features.

For example, .45 Colt, revolver, short barrel, break-open.
>>
>>54708242
To tie this back to the original post about Status and CoL, kings pay their own CoL because they have no Rank, and they don't have Rank because there is no formal bureaucratic organization for them to head.

The State does not exist as an entity independent from the king and his court, and as such, the kingdom itself has no money the way modern governments have treasuries and income and fiercely debated budgets; only individuals have money and they can spend it how they wish. The king is less of a head of state and more of a landlord in a very literal sense; all that "tax" is basically "rent," and it goes into the king's pocket. That means kings should have oodles of Wealth and a very high-paying job rather than have their CoL subsidized by their rank.
>>
Any of you cats able to set a brother up with that steampunk vehicles PDF?
>>
>>54659779
>>54712502

Well, you could do different feeds.

Loading Gate vs Swing Out, Extractor or no, ect.

Damage primarily based on round type, modified + or - 10% for barrel length. Range based on barrel length, modified for round type.

ST requirement from a mix of weight and round type.

So you could build a table with six different common round types (.36 colt, .45 colt, .45-70, 10 gauge shotgun, .44-40, harpoon) then six different barrel lengths that go from snub pistol 2" to 20", feed types (break action double barrel, break action revolver, loading gate revolver, lever action, bolt action, swing out),

Then just roll on tables to build random weapons, adding stocks as needed to get handling to somewhere reasonable.

Sure, this could result in a short barrel revolver harpoon gun (revolver loaded with blanks, small harpoons fed down a special barrel).
>>
>>54715490
That seems easy enough to apply to Ultra-Tech slugthrowers too, which is nice because they need some variety.
>>
>>54715490
>>54712502
Not him, but where are you getting this from?

Is there a 'gun construction' splat, or is this buried in high-tech somewhere?
>>
>>54717234

No, he's drawing on /k/ommando knowledge and giving us the skeleton of homebrewing our own guns.
>>
>>54717333
So there's no premade means to crunch any of this?

Cos desu if this isnt a thing already, this sounds like something someone should homebrew.
>>
>>54717425
No, not really.
Yes, someone should homebrew a method. And that's just what happened, try to keep up.

You grab features, and adjust damage and range based off the cartridge and barrel length. All you -really- need is High Tech and a working brain.
>>
>>54717500
Oh so the ammo types have associated damage values already? That's the thing I was missing.

I'm p new to GURPS. I could use this.
>>
So when people say Gurps can do DnD better than DnD what do they mean?
>>
>>54717651

Yeah, there's a listing in High Tech and as anon was saying you generally adjust the damage by ten percent depending on barrel length. Pistol rounds shot out of a rifle/carbine barrel will do a bit better.

>>54717716
That they're expecting the wrong things out of D&D. D&D isn't meant for heroic realism, it's generally for building the sort of demigod-like heroes you see in mythology.
>>
>>54717716
Exactly what they say, and nothing less.

>>54717760
Well, in my experience, whatever D&D was doing, GURPS ended up doing it better, squabbling over which genre it was doesn't really change that.
>>
>>54717716
People who play D&D don't want to play what D&D wants to be played as. And even if you wanted to play what D&D wants to be played as, the d20 is an awful die to use for anything other than slapstick comedies. 3d6 is much better because of the bell curve, where the average can actaully be expected from roll to roll rather than over a thousand rolls.

When I say "don't want to play D&D," I mean they want a game with internal consistency and things to make sense (Armor shouldn't make you harder to hit, it should absorb blows. HP is fluffed as both meat points and luck points, which causes lots of weirdness with fluff. Fighters should get to do things beyond full attack. You should be able to chop off someone's arm. Shields should be useful. Etc.)
>>
>>54718162
So what does Gurps DnD look like?
>>
>>54718227
Considering the lethality of GURPS, it looks kind of like Game of Thrones or Spartacus. There's more of an emphasis on not being hit at all instead of trying to 'tank' fights with meatpoints.

Anyone can cast magic, sweet-talk a barmaid or stableboy into bed, or wield a sword. You have complete control over your character's stats and abilities.
>>
>>54717425
There is, but it's 3e. It's not too hard to convert though.
>>
>>54718320
I mean that's just fantasy I am talking about taking the DnDisms that you like and then setting up a campaign around it, think dungeon delving and stuff
>>
>>54718227
OSR DnD is most like Dungeon Fantasy, so if that's your kind of DnD you'll be happy to know the DF series is piss easy to get into.

>>54718320
You're mistaken. The lethality is easily downtuned to suit your tastes. By default anyone can cast any abilities, but a common rule to emulate classes from other systems or videogames, is to enforce templates, and only allow certain abilities to certain templates (which turns templates into classes in every way that matters).
>>
>>54718381
Then you might need to explain which DnDisms are that you like most. Much easier than us trying to guess at what you need.
>>
>>54718389
Would you recommend GURPS as a DnD emulator? I don't like 3.5 or 5E and OSR's combat is to simple for me so I've been looking for a better system for a DnD style game
>>
>>54718446
Yeah, but emulating D&D's magic may be a bit of a pain.
>>
>>54718437
Classes, relatively big increase in player power, emphasis on magic items, dungeon delving, random encounters
>>
>>54718573
Increases in player power can come from looted equipment and artifacts without much issue. Dungeon delving isn't a big problem, but a combat map is going to be needed. GURPS combat is a bit more complicated than D&D and doesn't play nice with theater of the mind unless your players are all especially gifted and good at paying fucking attention.

Random encounters...are a nonissue. You can do those in practically any system, unless you need the crutch of a table to roll on.

Classes as >>54718389 noted, are handled nicely by templates.
>>
>>54718446
I would recommend GURPS as anything (some things are easier than others). You won't find simple combat here if you don't wan it. The idea of GURPS is that you emulate a genre, how simple or complex the combat is depends solely on how complex you want it to be. Martial Arts is my favorite GURPS book, the combat in the Basic Set can already do quite a lot, but MA goes a long way into making it feel like the main feature of your game. Or if you like, it gives more options to make it easier and cinematic.

If you want to get started with some reading (thread's about to die), you might like to start with the Basic Set (Characters is about building chararacters, Campaigns is the book with the rules in it). Fantasy is a book about the genre, invaluable if you want to worldbuild and fine-tune your game for the genre, but it doesn't give you a lot in terms of crunch. Martial Arts I've already recommended. Dungeon Fantasy is a great line for DnD in general, not just OSR, but it does come prepackaged with it's genre assumptions, so don't over-rely on it for DnD, mostly pick from it's ideas, (like the templates, point value suggestions, and Power-Ups, etc). The good thing is that it's books are really short so they're easy to go through and take apart.

>>54718573
DF I think has rules for resource management (both a simplification and expansion from the normal, as per usual DF fare). Classes are templates (prepackaged point-buys) that are required as opposed to optional, and the bounding jumps in player power, or levels, are bundles of points (50 or so?) given when certain milestones are reached (discrete exp points, certain amounts of treasure, significant plot advancements, you name it). DF Power Ups is the idea book here, you get a lot of points and suggestions for what to buy with them for each class. Magic items can be done in a number of ways, as advantages and as characters, then buy them with money. Encounters are not my expertise, might wanna ask around.
>>
>>54718573
And a last comment, a previous anon was right. Might want to think hard on the matter of magic, I know the Vancian system adapted to GURPS exists, but it's not the default in GURPS and things might get lost in the translation anyways. It's not the easier part to adapt, that's for sure. The various GURPS magic systems are incredible and very valuable for any game, though, and you won't be hurting for ways to adapt them for a more DnD kind of fun. 'Magic' (the standard system) has a the most content in DF, so that's a plus.
>>
>>54718909
Thanks, this has been pretty helpful
>>
>>54717425
>>54717651

Random Cowboy Guns:

Pistols default to 3 pounds, Bulk 3
Shotguns default to 7 pounds, Bulk 5
Rifles default to 7 pounds, Bulk 5

Roll 1d6 for Round Used.

1) .44 Russian, Damage 7 Pi+, ST 10 (Pistol)
2) .44-40 Winchester, Damage 9 Pi+, ST 11 (Pistol)
3) 10 gauge shotgun, Damage 6 Pi, Shots x13, ST 12 (Shotgun)
4) .45-70 Gov., Damage 17.5 Pi, ST 11 (Rifle)
5) 8 gauge Elephant, Damage 23 PI++, ST 13 (Rifle)*
6) Harpoon, Damage 21 Imp, ST 11 (Rifle).**

*Very Unreliable and Explodes if Malf is rolled in non-Bolt Action or Break Action ammo feeds
**Putting a new harpoon in the barrel to launch with the blank round requires 20 seconds, or 10 with Fast Draw (Ammo)

Roll 1d6 for Ammo Feed
1) Rolling Block or Bolt Action. Shots 1(3). Reliable with all ammunition types. ROF 1, Acc 4
2) Lever Action. Shots 10+1 for Pistol, 3+1 for Shotgun, 5+1 for Rifle. (2i for all types) ROF 2 Acc 3
3) Loading Gate Revolver. Shots 6(5i) for Pistol, 5(5i) for Rifle, 4(5i) for Shotgun. Unreliable with Rifles and Shotguns. ROF 2, Acc 2
4) Break Action Double Barrel. Shots 2(2i) with all types. ROF 2 Acc 3
5) Top Break Revolver. As Loading Gate Revolver, but all are Shots X(3i) and extract spent rounds automatically.
6) Gravity Feed Hopper. Shots 50(20) for Pistol, 20(20) for Rifle, 10(20) for Shotgun. ROF 6. All Very Unreliable (Malf = Stoppage unless overridden by ammo). Triple Weight. Acc 1
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