Previous Thread: >>94405581GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles, with a level of detail varying from lightweight to completely autistic.Optional rules allow you to emulate different genres with a single system, or even switch genres within a single game.A nearly complete archive of GURPS books can be found by those who pay attention to file extensions.Never post direct links to the archive anywhere.If you're wondering where to start:- The Basic Set covers everything, including a lot of optional rules you probably won't use.- A genre guide can be found in the archive, under Unofficial/GURPSgen. It tells you what extra books and articles you may find useful for many common genres.- How To Be a GURPS GM is a good read even for players.- GCS (gurpscharactersheet.com) is an excellent character-builder software, with page references to all the books and the option to export to both Foundry and Fantasy Grounds.TQ: Your expectations for GURPS Guns?
>>94545602>GURPS Guns?It'll be ok
>>94545602As a follow-up for my question about large characters using crushing weapons, is there a wild swings/cleaving attacks? Like swinging a big stick in front of you to hit everyone who doesn't get out of reach?
>>94546257Yesthere's techniques like whirlwind attackand if you're big enough, you can just attack an entire area.I made my own version of a cleave technique because I didn't like whirlwind attack.>Cleaving StrikeDefaults: Weapon Skill -4 (-1 if you have Trained by a Master or Weapon Master)Pre-Requisites: Brawling, Boxing, Karate, or any melee weapon skillStrike + Extra Attack (-6) + reduced damage (+2), + Limited Arc (+1), roll once (-1).You attempt to cleave two opponents with the same swing! Select two targets that are within reach and adjacent to each other. Make a Cleaving Strike roll. Each opponent may attempt a defense separately. If one of them parries or blocks the attack, the technique fails instantly. Otherwise, if you hit one or both of them, deal regular weapon damage -1 against whomever you hit.
My least favorite part of winter is how my thick winter clothes gives me DX penalties.
>>94546257At the extreme end, I usually just rule that the attack occupies an area appropriate to the SM of the weapon or appendage. Generally if your attacking implement can actually fill an area, then you're attacking the area and not its occupants, and they can retreat or acrobatic dodge to vacate it or eat shit. If a dragon scrapes its wings to the ground and rushes you, there's not a lot you're going to do about it if you're dead center of one of the two five-hex-wide striking surfaces.
>>94545602>Your expectations for GURPS Guns?There are no expectation, they said it's a writer's aid, not a design system, and it will comply with their initial assumptions like .40 S&W being the best pistol round ever made.
>>94546490>writer's aidWhat does that mean?
>>94547149https://forums.sjgames.com/showthread.php?t=201024
>>94546257There's a rule for "attacking entire hexes" in Combat Writ Large.
>>94545602>TQ: Your expectations for GURPS Guns?It's going to take longer than a month to playtest properly (meaning it will either be delayed or rushed), it won't be a perfect match for either reality or previously published material (but close enough for most people), it will do a really poor job below TL 5 (due to lack of good data on low-tech weapons), and autistic motherfuckers who couldn't be bothered to join the playtest will nevertheless expend massive amounts of energy arguing over the details once it is published.>>94546257While others have covered the effects of very large attacks and whirlwind attack, there's also the cleaving strike technique (contrary to the name, it works on any damage type) in dungeon fantasy 11.You can also take advantage of knock-back effects to smash enemies into each other. The rules technically only cover knocking them straight away from you, but it seems fair to allow sideways knockback from large swinging weapons. On the other hand, the rules for collisions are rather slow to resolve, so you may want to come up with something simpler.
>>94547758Autistic motherfuckers were likely not invited due to poor social skills.
>>94547758>On the other hand, the rules for collisions are rather slow to resolve, so you may want to come up with something simpler.Thrust+(SSR Velocity*(HP/10)) cr generates answers that are functionally identical to the collision rules for most everyday purposes.Skip the usual collision rolls for remaining standing. The guy moving makes the knockback check, the guy standing does as well, but penalized by the malus for side/rear if that's where the other guy collides. Or the standing guy can just use any valid defense against the collision if he sees it coming.I also generally assume that any guy who fails his knockdown roll from a major wound caused by a big axe/mace or whatever falls heavily in the direction it was swung, possibly into other guys. But that only generates the cascading knockback check and not the collision damage.
>>94546490MH had a sidebox talking about wounding modifiers, so they might have a smimilar blurb
What skill levels do actors in films have? At most level 12, yeah?
>>94551788Sometimes less. They get multiple tries for most things, get to rehearse the exact situation, are usually choreographed, and have coaches coaching them through the routine
>>94551788Probably 12 or so yeah. Some actors known for their high-quality performances might have around 14 or 15, but by and large they will rely on a combination of specialists (editors, coaches, make-up artists, SFX techs, camera operators, etc.) making their own complementary supporting rolls and the ability to have as many takes as needed until you get it right (represented either by making multiple attempts or simply taking extra time for a bonus).On that last point, that's probably why there's such an overlap between actors who got their start on stage plays and actors considered to be exceptionally good: the inability to simply do another take during a live performance means that HAVE to have a higher skill. Yes, stage plays and films have different demands from their actors, but I feel like that's probably a Familiarity penalty rather than different skill specializations.
>>94551788Depends what the skill is in. In most cases combat skills will actually be combat art ones, and even then at fairly mediocre levels. A few actors train in combat sports (e.g. Keanu does 3-gun shooting, Dolph was a karate champion) and default to that. Some of them (more common in the early days) have actual combat training or even experience, and use full-blown skill.On the other hand, skills such as Sex Appeal, Public Speaking, Performance, etc. can be pretty high, because they are 'really' demonstrating those (although camera angles, multiple takes, background music, makeup, etc. all contrive to give them huge bonuses)
>>94549489Sorry, but no. The remit is to replicate existing rules as closely as possible.On the other hand, if a few rounds really do stand out as not following the progression that all the others do, GURPS Guns will at least allow you to identify them and house-rule them into line. I doubt that it's going to make much difference to .40 S&W because most of the advantages it enjoys are due to sitting at the break-point for pi+ damage while otherwise acting like 9mm. I would expect 10mm auto to look quite a bit better though.
>>94556690Comparison of playtest rules applied to 10mm auto pistol (top) vs. High-Tech rules (bottom). Almost every 10mm load does 3d+1, and many of them get a substantial boost to range, usually with a reduction in Rcl.
>>94556690>10mm auto to look quite a bit better though.They'd have to lower it's (already written)absurd recoil, which is less likely than expanding on WM breakpoints
>>94562054GURPS Guns isn't going to say 'previously published GURPS books were wrong, 10mm auto is good actually, change the numbers in High-Tech'. It is going to give you a formula, and the way things are going that formula isn't going to have a special exception to make 10mm auto as shit as it is in High-Tech. So if you plug the real-world numbers for a 10mm auto pistol into the formula, it's very likely that the end result will differ from what was published in High-Tech and for the better.Adding a whole new rule (even if just repeating or revising a rule which has been published before) to make .45 worth it compared to .40 isn't even on the agenda. The remit is explicitly not to 'fix' old books. If you want that, use Loadouts: Monster Hunters, or the Hand Howitzer rule from Gun-Fu or something.
first combat session of my thirty years war campaign. Our ex-pirate mercenary nearly got his nose completley annihilated by a spear and was close to death, and our doctor got stabbed in the gut and also nearly died. some very lucky first aid rolls helped staunch the bleeding, and the players rolled enough saves to make it to the companys proper doctor. overall good game. our doctor now has the wounded disadvantage due to a roll on lasting damage from martial arts.
anyone know any good osr dungeons for a flying city? I seem to remember a dragon article about a cloud giants castle that they described as "non euclidean" for 9th level players I think?any one know that one or any other dungeons for a floating city?
>>94566072wrong thread my bad
>>94546257There's no way to automatically hit with an attack in GURPS (except some powers using cosmic modifier but those are very special cases). If the SM difference between the attacker and the defender is equal or greater than 7, then the attack counts as area attack but a playable character rarely has SM+7 or more.The next best thing you can do is use a weapon so heavy it can't be parried (or blocked, depending on house rule). According to B376, one can only parry a weapon weighting up to BL or 2*BL. This character I made uses a 31 lbs Mace so enemies with ST up to 12 can't even parry it one-handed and while those with higher ST can, if their weapon weight up to 4 (most swords) then it will automatically break. The shield bash with the 88 lbs shield is even worse, it takes at least ST 21 to parry it and weapons weighting up to 12 lbs (most weapons) will break automatically.Block has no such rule by RAW but I've seem suggestion to treat Bucklers as one-handed weapons (blocks up to BL) and Shields as two-handed (blocks up to 2*BL).No way to deal with Dodge with raw strength to size alone.
how do you think when making generic goons? I'm using GCS and I've found really nice profiles for monsters, but not human bad guys.Is it really as easy as just making a new character and throwing in some basic weapon skills? Not touching attributes or increasing the skills?
>>9457178510 = Minimal training, people that aren't good at what they do12= Low end, basic professionals, people that can do their job when they have good condtions14= Competent, advanced professionals.16= Elite.For HP..10= Average adult human12= Tough guys, thugs, soliders14= Very toughSpeed..5 = Fine for just about everyone6= Athletes and gunslingers7= Elite gunslingersDodge is Speed +3, or +4 for Elite soldiers, hitmen, warriors, ect. (people with Combat Reflexes)Will and Perception10= Most people12= Smart guys and high end fighters14= Elite rangers, hunters, ect.For example, let's say you want to make a back-alley doctor NPC."Stitch"Doctor! 14, Fighting! 12, Everything Else! 10HP 10, Speed 5, Dodge 8, Will 12, Per 12
>>94571785No, the attributes are the important part. How detailed it can be made is up to you, but generally you just need>ST DX HT IQ, Speed, Movement, HP, DR, Dodge/parry/block, gear, and like 1 or 2 skills relevant to the scene.You do not need to bother with points.
>>94570991>There's no way to automatically hit with an attack in GURPS (except some powers using cosmic modifier but those are very special cases).There's a bunch of ways to automatically hit with an attack. Area effects (automatically hit everyone in the area of effect and there are several ways to make sure the area lands exactly on target), spines (automatically hit anyone who grapples you), maledictions (always hit, but can be resisted).>>94571785I recommend against using 'generic goons'. NPCs with personality are more fun. But if you want some, here's a whole fan supplement of them.
>>94571918>>94571894thank you. So taking this sheet as an example it should be enough? (The different guns are just to keep track of the stats so I can represent several goons on one sheet).If I wanted well trained and equipped occultists I would increase attributes accordingly?>>94572102>I recommend against using 'generic goons'. NPCs with personality are more fun. But if you want some, here's a whole fan supplement of them.thanks, I'll keep that in mind, but I feel its sometimes good to have generic enemies ready
>>94571785I only set Damage, DR, and three skill levels—one for tasks “core” to the mook’s role (e.g. combat skills for guards, clue-finding for detectives), one for tasks the NPC might be expected to do but isn’t their focus (e.g. clue-finding for guards since they’re also expected to spot people trying to sneak or trick their way past, combat skills for detectives if they’re the hard-boiled variety), and one that’s akin to defaults for everything else (e.g. car repair for either).Move and Speed are assumed to be 5 unless there’s a good reason to change them. HP and defenses are irrelevant since my mooks don’t defend and fall after getting hit (though more worthy types may get their defenses calculated and HP assigned normally). I don’t even really bother with gear for mooks; their damage is what it is and weapon choice is mostly color, and if I wanted a heavily armored plodding knight I’ll just assign high DR and low Move rather than mess with Basic Lift and selecting appropriate armor.
>>94572145>So taking this sheet as an example it should be enoughMore than enough. I would condense it all in a single paragraph so you could have multiple enemy stats on the same page.
Just got Power Ups: Skill Trees, and I love the system conceptually. Has anyone used it in a game yet?
>>94573633I want to, but sadly the people in my group that would like Skill Trees the most (those that hate having to bookkeep dozens of different distinct skills) are also the hardest to onboard (they're lazy fucks that don't want to learn an alternate rule set).
>gurps 4e wiki closed>the regular gurps wiki suckswtf
>>94572158If you are just making shit up, why are you playing GURPS instead of a fluffy game like D&Done?
>>945774961. I like having detailed combat maneuvers, regardless of NPC detail.2. I use more detailed methods when making major NPCs; mooks are whipped up on the spot and do not in any way warrant the effort for more detailed creation.3. Even if every NPC *was* made with the ultra-slim method, PCs still warrant detail.4. D&D isn't even a fluffy game, it has plenty of crunch, it's just that it's all meaningless and doesn't actually do anything to make the game more engaging. A big book of locked-down pre-made monsters you're meant to slot in with zero customization isn't fluffy.
>>94572102>I recommend against using 'generic goons'I dont.
>>94577496This anon is suggesting building out every single npc, statting them up, calculting there thr/sw damage for each of them, find a suitable weapons, calcating weapon damage, finding armor, calculating armor weight, dermining dodge penatly for each of them... i could keep going on.Anon you are fucking retarded genuinely.
>>94582458Hey now. I’m the Anon he was replying to, and while I obviously have a different approach from him and think his tone may have been a little needlessly abrasive, a more grounded approach isn’t necessarily the wrong one. If you have a handful of predetermined parameters, it’s not that much slower to go “by the book” so to speak.As an example, if the players are facing some evil lord’s men at arms, a valid approach can be to think “okay, so these guys are trained but not impeccable fighters, I’ll give them ST 12/BL 29; I’ve previously described their uniform as having pieces A, B, and C and they’re armed with D, and I’ve already noted down that the kit collectively weighs X pounds, which puts them at encumbrance level Y.” As long as you have the time consuming part (in this case, picking out the gear) done ahead of time, grounded NPC genning isn’t the worst.I’ll die on the hill of “three broad skills is all you need” though.
>>94582697>I’ll die on the hill of “three broad skills is all you need” though.Bandit! 13/12 (dx/iq)is all you need.
>>94582866More like Boring! lmaoUsing BAD for stats is too much simplification unless you are pulling that mook out of your ass at the last moment and it's not going to make more than a couple rolls before dying.
>>94582880I'm not using BAD, I'm using wildcard skills.Specifically the "Ultimate NPC Wildcard" idea from power up 7 pg18
>>94582906>skills>plural>while using one skill for everythingSame shit, different name.
>>94582931the difference is that NPCs still have stats (st/dx/iq/ht), its just their skills that are condensed. Which is a much more sensible approach to NPC design.A bandit is trained at bandit things. A merchant is trained to do merchant things. No need to list 10 skills to say the same thing for a unimportant NPC.
I use Wildcards for NPCs, especially nameless NPCs. Typically the skills I give them are Combat! Sneaky! Smart! and Everything Else! If appropriate, one might have Magic! or Psychic! or something. I'll build them in gcs so calculations are done for me, and then just directly change what I feel necessary. If I want them to do more or less damage without adjusting ST, I'll just modify the weapon directly, that sort of thing. I can whip one up in 10-15 mins, and then use it as a base for other generic NPCs.It works well enough.
>>94572145You could simplify it as >Goon>ST/DX/HT: 11; IQ: 9>HP 11; Will/Fright Check: 9>Basic Speed/Move: 5>Combat-11
https://youtube.com/shorts/E7Sp5REqkLo?si=xgjYYXvychQX3mzhIn GURPS, due to the high penalty to hit the head, the counterattack on the video would fail. Is it realistic?
>>94586954>due to the high penalty to hit the head, the counterattack on the video would failThat was a neck or face hit, which is just -5, perfectly doable for a professional warrior (14-16 is the skill level of a high-risk professional). And the other guy clearly went all-out-attack so he didn't have any active defenses to stop the hit.
>>94586954Many ways it could work:Lucky rollHigh skillTargeted attack (skull) techniqueNot a targeted attack, just a lucky roll on the random hit location chartThe last one seems most likely to me. The blow is struck at the natural angle which is presented immediately after the parry, which implies it isn't 'aimed' at the head so much as just going for the most convenient area which presents itself.
In a 1v1 melee situation, how do you deal with an opponent who has high skill with their weapon, and therefore a high parry?
>>94592123Deceptive strike, attacking from the flank (for a -2), feints, rough ground (-1), use area attacks...
Depends on what you 'bring to the table'.If he just outclasses you in general, can you cut and run (move, forcing him to make wild swings as he uses move-and-attack to try and chase you) or 'turtle up' (use all-out defence) until help arrives?Can you attack him with something heavy enough to break his weapon on a parry? What about if you use your shield, or slam him?Do you also have high skill? You can feint (or try any of the alternatives like ruses or beats if they are more favourable), or use a deceptive attack, or a technique which has inherent penalties to parry it (e.g. counterattack).Can you afford to take a few hits from him? Use riposte (martial arts pp.124-125) to give him penalties at the expense of your own parries.Can you move the fight into an environment where there are penalties to defend? Especially ones which you can bypass (e.g. in the dark if you have night vision, onto rough terrain you have the sure footed perk for). Can you 'spam' multiple attacks (e.g. rapid strikes, extra effort for flurry of blows, dual weapon attacks) to impose penalties for multiple parries until one gets through?Can you pick and choose your weapons? Some have penalties to parry them, others are good for breaking light weapons, and some allow you to play with reach so that your opponent simply doesn't get to attack you (at least not without taking some serious penalties), allowing you to just attack him repeatedly until he fails to parry or you roll a critical.Can you do anything to make it not a melee? Back off and throw a knife?Do you have any special powers you can use? Spells, cinematic martial arts, rapier wit?Can you play mind games (including those on martial arts p. 130) with him? Provoke him into an all-out-attack?Are you fast enough to make run-around attacks? Or somehow able to get the drop on your opponent and attack from behind?At the start of the fight, do you have the opportunity to close and grapple before he's even drawn a weapon?
>>94592123If you have the skill for it, deceptive strikes reduce defenses. Simple and straightforward. If not, you have plenty of other options.Get in close. Weapons that lack C reach take penalties when being used in close combat. Close the distance and use knives and unarmed strikes (or longer weapons in reverse or other reach-lowering grip) while he's at a disadvantage.On a related note, grapple. His parries are reduced for being in Reach C as described above, and after a grapple he's at -4 to attack (assuming the default rules are in effect), which may very well cancel out his higher skill.Repeated attacks can work, since parries take cumulative penalties; high-skill fighters can use Rapid Strikes, but low-skill ones will have to make do with riskier All-Out Attack (Double). Either can also mix in some unarmed Dual-Weapon Attacks, assuming your fists (or elbows or knees) are well armored.Lastly, try and combine any of the above with an attempt to disarm or break the weapon. No weapon, no parry.As you’ve probably noted, a lot of these require you have some competence with unarmed fighting. Pic related is true in GURPS as well as IRL. You always need a backup.
soon my players will be taking an extended break in Prague in the year 1619 after their mercenary company won the day at the battle of Lomnice. I dont know how to "stat" a big city or run a big city adventure. can anyone give me any good advice?
GURPS City Stats is actually fairly helpful. The Hot Spots series at least gives you some idea of how to think about what's important in a setting like that; Renaissance Florence and Venice will be especially relevant for late-medieval / early-modern European cities.There are numerous published adventures set in cities, including several for GURPS, but you may well find that the players have enough ideas about what they want to do that their time will be occupied anyway. At least one session is likely to be dedicated to shopping.
>>94595350meant to reply to >>94593560 obviously
I like the concept of Imbuements, but I don't like its execution.I'd rather use the rules for Temporary Enhancements and Using Abilities at Default from Powers, but applied to weapons, treating every different weapon/enhancement/advantage combination as a separate technique. I feel like there should be a prerequisite advantage to do this, though I don't know how to price it.There's also the idea I had to just allow enhancements to be converted to point values and applied to weapon skills, much like modifiers for mundane limbs or senses can be bought. Again, I don't know how to price this.Is there anything else I should consider?
>>94596538It's pretty much just a case of assigning an arbitrary value to the 'base advantage' of being able to fight with a weapon. You could try fucking about with figuring the maximum damage for each weapon category and basing it on innate attack as recommended for enhancements to unarmed attacks, but it doesn't necessarily give reasonable or convenient results... yes, you might have the opportunity to use your power with an artillery piece every now and again, but most of the time you're going to be using small arms doing 2 to 5 dice of damage, or melee weapons doing 1 to 2. It also makes the advantage setting-dependent, and even character dependent for melee attacks, making it difficult to implement in templates. Instead, I'd suggest using an arbitrary base value for enhancements to be applied to, or an arbitrary 'unusual background' cost to be able to apply temporary enhancements to normal attacks and just rolling with that.I think that something like a 50 point 'underlying advantage' for building enhancements as advantages on seems kind of reasonable, as does something in the 15-30 points range for being able to use temporary enhancement rules with any attack (adding options which aren't inherent better than the default, but can be circumstantially useful seems good but not 'Weapon Master' good). Ultimately though, there's no mathematical function which can determine a fair price for flexibility.
>>94596803That seems reasonable, and was close to the point values I was already thinking of. Thanks, anon.
>>94596803While I support your position in general, as far as pricing being character-dependent for melee attacks, I feel like we could use Natural Weapons (Pyramid #3/65) as a starting point since it already scales with ST. The most expensive damage type costs only 10, and the Swing-capable enhancement is just +30%. Thus I feel that setting the base cost for any temporary melee enhancement at 15 makes sense. It's still an arbitrary value set by the GM, but now it's an arbitrary value *using canon pricing as a guideline!* Which is probably something no one but me cares about but hey.
>>94598531There's a difference between 'melee attacks' and 'all attacks' though. The ranged enhancement for natural weapons is +100% for a start. Then you have the variety of damage types available; start with impaling, then add large piercing, piercing, cutting, and crushing at a minimum, for +80%. Although these would usually be enhancements and not change the cost of further enhancements, I think that (like swing-capable or increased damage) it fundamentally changes the nature of the what you have access to and should be counted in the cost.This would also give you the ability to affect attacks which simply aren't dependent on your ST. At TL 2 that is restricted to the odd siege-engine and the like, but by TL 4 it's common to have weapons capable of doing far more damage than muscle-powered ones, easily in the 30-40 points range as innate attacks.
What stat differences would there be between a large guard dog and a pitbull? Should there be any?
>>94606222Well, for starters, a pitbull is a monster and a guard dog is an ally.
>>94606222Depends on the pitbull. "lab mix" mutts are often less, but could exceed the st and hp of a large guard dog. Designer pit bulls might have even higher physical stats
>>94606222Perhaps some SM differences.
>>94593560Ive done two historical campaigns. I like to Start with a map (trace a city map from a history paper online and take artistic liberties as you see fit)
Realistically, what would a professional soldier (skill 13+, IQ 9+) do when took enough damage to go to 0hp but he managed to pass the HT check and is conscious?I've been having them fight to the death but not all of them are fanatics.
>>94609044Depends on the rules of engagement, surely? Going to act differently fighting mindless zombies or an inhuman enemy that always kills captives compared to just random criminals.
>>94609068It's dungeon fantasy, so I'm mostly thinking about adventurers fighting tribals like orcs, goblins, hobgoblins, as well as the smarter humanoid monsters like minotaurs and giants
>>94609044Retreating is normal for everything. It's fight or flight.
>>94609084Depends on their cultureAre they Arab-tier where anything outside the four walls of their home is none of their business and can be abandonedOr Japan/Russia tier where what matters most is that you don't get taken alive
>>94609091Yeah, I'm thinking that once a humanoid gets a major wound, they'll try to fight defensively and retreat, unless they're fanatics of some sort.>>94609102I've been mostly using steppe clans as inspiration for the horde cultures.
Is there some optional rule to make Two Handed Axe/Mace not suck?https://www.youtube.com/shorts/grH05VB83cw
>>94609164Just make it a dwarven two-handed axe so it's not unbalanced, swinging cut damage is about the best kind of damage you can do in a medieval game.
>>94609164Remove double dagger from ST requirement, so it's just normal two-handed weapon. Unbalanced is already a bad enough downside in exchange for low price.
>>94609184This. My go-to houserule. Such weapons would mostly be used for what GURPS calls Defensive Attacks anyway, and hilariously the double dagger isn't affected by the maneuver while unbalanced weapons are
>>94609044It's contextual. As a rule of thumb I'd do a morale check (just roll their willpower, add a leadership and other bonuses like fanaticism). If they fail their role they sit their ass down and focus on not bleeding out.
>>94609173Dwarven doesn't remove the double dagger/unreadying aspect.As >>94609184 said, I'd just house rule it away. 2H Axe/Mace will still be bad compared to Polearm (no thrust attacks) but at least it makes it usable.
>>94609337Thrust is kind of worthless in most cases unless you have environmental conditions preventing swings (narrow corridors etc.)
>>94609342against unarmored, I'd say thrust can surpass swing can't it? The x2 should make it go over shouldn't it? Has it been mathed out?
>>94609337>Dwarven doesn't remove the double dagger/unreadying aspect.OhI forgot this rule existed lmaoI'll just continue ignoring it
>>94609389For average human, sure. It breaks really fast once you get into remotely heroic range of strength.
>>94609397So the swing scale outpaces the thrust scale even with the x2? that's kinda unbalanced.
>>94609401Cut is x1.5 so the difference isn't that big to begin with.
>>94609405>>94609401does KYOS fix this?I don't like having thrust weapons be automatically inferior if you have high ST, so I might change something.It's annoying cause I use the roll 20 char sheet so changing the scale takes a lot of work
>>94606222Depends on size, but generally speaking a large livestock guardian (like a Pyrenean mastiff, barkhawal, or komondor), is much bigger (100 to 200 lbs.) and stronger than a normal pitbull (30-50 lbs.), while the pitbull has advantages like Striking ST (Bite only), High Pain Threshold, Good Grip (Bite), and possibly disadvantages like Bad Temper, Berserk, and Intolerance (other dogs), maybe even reduced IQ (hard to train, can't distinguish 'legitimate' targets of aggression from babies, etc.).On the other hand, many modern 'pitbull' breeds (e.g. the 'bully XL') are way bigger (100+ lbs.) than historical ones and when people say 'guard dog' they may mean a security or police dog, which is more likely to be large herding dog (e.g. German shepherd, Rottweiler) or general-purpose working dog (Doberman) with a weight in the 50-100 lbs. range, chosen for intelligence rather than power.
>>94609416KYOS does fix damage scaling, but note that lifting ST starta outpacing striking ST at superhuman values. At very high values of ST, a character needs supplementary Striking ST and HP to be "realistic" (quotation marks since the values we are talking about are inherently unrealistic and any "real-world" thing with these sort of values aren't adhering to thr human shape that the ST-scaling assumes in the first place).ST is a funky attribute since it ties together three different aspect that won't necessarily relate to each other in reality.
>>94609044Generally speaking, most people will attempt to flee to safety if possible upon taking a wound like that, then seek medical attention. In fact, most would retreat well before 0 HP; below half HP is probably enough to make someone a 'casualty' rather than a combatant. Fighting on while severely injured is traditionally considered an act of heroism, not the expected standard.On the other hand, the situation matters. In a tight formation where there's nowhere to retreat to without disrupting your own unit, and good odds of being killed anyway when trying to fall back, you training will emphasise fighting to the bitter end and there's a good chance that you actually will because that's their established pattern of behaviour.There's also a good chance that someone won't even know how badly hurt they are. Sometimes that means panicking over minor injuries, but more often it's ignoring bad ones and just trying to act 'as normal'.So honestly, almost anything from 'drop to the floor and beg for mercy', through 'fall back in good order', to 'fight until blood loss makes you pass out' is perfectly believable. I suggest mixing it up often.
>>94609389>against unarmoredIf you have high skill, Thrust/Impaling still has more options for Targeted Attacks, even against armored targets. Targeting Chinks in Armor ignores half armor, or all armor if you use the Low-Tech rules and you target a joint and your foe doesn't have riveting plates. The eyes are also normally unarmored except at high TL. I don't know if it balances out, but that's something to consider.
if you use (28mm) minis do you use maps that are big enough to accommodate combat encounters? How does that work size-wise, especially concerning ranged weapons?
>>94612888My group generally plays on a 75cm by 150cm table. At 15mm per yard, that's 50 yards by 100 yards, which is plenty for low-tech combat and just about big enough for modern firefights most of the time. It's more than enough for most interior maps (where rooms are typically six yards or so across, so only like 9cm, and hallways are like five feet / 25mm wide). For long-range engagements in open terrain, I sometimes split the map into two areas with each side occupying one of them and an imaginary empty zone between the two which is too large to practically cross in combat time, or just resolve such fights without using a map.
>>94545602Someone have experience with games using Stun Pounts from PU9?It seems like a good concept for high powered games to reduce rocket tag instagib gameplay feeling
>>94613597thanks, dry-erase map then or some other way to fill in the boundaries of rooms and the like?
>>94609401>that's kinda unbalancedIs it unrealistic though?
hi, is there any published material for upgrading a summon or combat pet based on care? i want to add a devilish digimon/tamagotchi to my campaign
>>94615425Apply Meta-tech rules with LTC2 Labor Costs stuff.Trainer invest money by training his pokemon, and when he accumulated enough cash, his pokemon evolved.Or plain teaching-learning rules from Social Engineering - Back to School
>>94615137Combination of cardboard tiles (mostly scavenged from 28mm scale games like space hulk, necromunda, etc. but easy enough to make), commercial wargaming terrain (1:48 or 28mm; Dungeons & Lasers is probably the most affordable brand), and 3-D printed modular walls (there's loads of free designs out there, I like dungeonsticks, but openforge is popular too). You can also improvise with Lego, or wooden dowels, or as you say wipe-clean boards or mats.
>>94616489Here's an example of dungeonsticks 'dry caverns' set and some space hulk tiles. This is for the Alien RPG, not GURPS, but the same principles apply. I don't bother with hexes in GURPS; they don't actually seem to add anything that you can't get with just using facing from each figure.
>>94615077I'm curious about this too and how it compares to something like, say, Ablative Armor or Vitality Reserve.
Is there any cheat sheet for No-School Grognard College Ritual Magic?
>>94616489>>94616537thanks, great ideas especially that rooms are usually small enough to be reasonable to build/draw up and that ranged combat can simulate the distances. I'm thinking of using a map for navigation and then drawing up the combat area based off that map when the party enters combat, might skip using hexes or use a hex grid with 35mm hexes I have laying around from other projects
How many points for legendary knights that can take on several ordinary knights alone, like the more high powered Arthurian myths?
>>94619459The average dungeon fantasy knight can probably take down several normal humans on their own, so probably 250pts. This should give you enough points to be both good at combat and at courtly stuff.
>>94619636To cover Wealth and Status that DF Knights doesn't account, I'd add 50-100 points.
>>94619728True, I didn't think of that. They'd have subordinates and lands and stuff like that.
>>94619459One data point is that the greatest legendary knights often showed their martial prowess by defeating giants (often pagan or Muslim giants). These varied in size from slightly larger than human to up to 30 feet tall, and usually displayed strength even beyond what their size would suggest (i.e. up to ST 60 in GURPS terms). These giants would be armed and armoured like knights themselves (indeed, many of them were actually knights, and there were quite a few heroic giant knight in the stories), typically wielding huge iron spears, staves, or maces.Going up against multiple elite warriors with equipment similar to your own is also an extraordinary feat in GURPS, where numbers give considerable advantage. On the other hand, in many chivalric stories the hero might defeat numerous opponents, but not normally while surrounded, but instead either in a series of single combats or when fighting as part of a larger force. At a bare minimum though, you want very high ST and HT, Combat Reflexes, Weapon Master, and excellent skill. Most probably have some degree of DR too. Either Unfazeable or significant Will, Fearlessness, etc. is also essential.While it's for 3rd edition GURPS Camelot does give stats for several knights of the round table, who are roughly in the 250-500 point range. Lancelot, for example, has ST 18, DX 16, IQ 13, HT 12, Combat Reflexes, Charisma 4, numerous social advantages, and weapons skills up to 20. That's honestly fairly conservative for actual legends, which were often quite absurd in their 'power levels'.
>>94619459>high powered Arturian mythsThose'd be the Welsh ones, and they can get bonkers. Cai could grow as tall as trees and shoot flame from his hands. Menw is a mage and a shapeshifter (and a stout fighter as well). Bedwyr was the prettiest of prettyboys, a phenomenal spearman despite being one-handed, and had a magic spear that was incredibly lethal and could send the tip out to strike at range (maybe; it's only mentioned once, by Cai, and it could just as likely be a flowery sendup of his associate's speed and skill with a spear).Honestly probably around 400 points even before factoring in Wealth/Patron/Rank or however else you want to handle that aspect of being a social elite.
Say I want to make a power armor suit for my character using points.What's the best option:>put a limitation on certain advantages (like lifting ST, flight, etc) representing the fact that they only work with the suit on (It's the "gadget" limitation right?)>create an ally with the "always there" option and some disadvantage to represent the fact that it needs to be worn to do thingsI think having it be an ally "feels" right, specially if I want it to have an AI, but I'm not sure.
>>94623075The 'canon' answer is the Dreadnought template from GURPS Supers, which uses advantages with limitations.Transhuman Space also treats a 'worn' body as needing to be paid for, but allows additional bodies to be purchased as allies instead.Multiple-Choice Problems (GURPS Powers, pp. 115-116) suggests that an ability should be chosen to be Accurate, Basic, and Cheap in that order. Ally is likely to be cheaper, and arguably simpler than adding gadget limitations to every ability, but it doesn't seem quite as accurate: an ally is hugely points-efficient because you fundamentally aren't getting the abilities yourself. You're paying for the privilege of knowing someone powerful, not for being powerful. Things like Puppet stretch that a bit, but the basic principle is that an Ally is not an extension of your character, but a character in their own right.You can also purchase the suit as both advantages and an ally if it is capable of moving independently when not worn; just make the ally an alternative ability. The suit's AI is probably a separate ally regardless of whether it can pilot the suit or not.Incidentally, the traits which create a character who needs to be directed by another are IQ 0 and Compartmentalised Mind (Controls).
>>94623829Thanks, I guess I'll grab gurps supers and use the dreadnought as a guideline.
I want to allow characters to make multiple Retreats (including Slips and Sideslips) per turn, and allow "longer" Retreats for a higher bonus to Defense. I know that rules for multiple Retreats exist in the Chambara Fighting rules from Martial Arts, but I don't like how it's handled in there. Specifically, I want the number and effectiveness of Retreats to be based on existing movement. I'm thinking of something like this:>At the end of your action, you can allocate any unspent movement from your maneuver towards Retreats.>If this would give multiple yards of movement, then you can make multiple Retreats per turn. Each Retreat must cover a minimum of 1 yard of distance.>Alternatively, you can move more than 1 yard per Retreat. This gives an extra +1 to Defense for 2 yards, +2 for 5 yards, +3 for 10 yards, and so on.In practice, this won't change much for most ordinary fighters, who can maybe only take a Step per turn without compromising offense. But it'll be significant for fighters with superhuman movement and the techniques to ignore skill caps while moving and attacking.Also, another rule I was thinking of for fighters with multiple attacks to counter retreating foes:>If you have multiple attacks (from Extra Attack, Rapid Strike, etc.), your foe Retreats from one of your attacks, and you have unspent movement, then you can use that movement to follow your foe. If you do so, then your foe loses his Retreat bonus against your remaining attacks, unless he spends more movement to Retreat yet again. If he Retreats, then you can follow him again. And so on.I know this creates a comical scene where highly skilled fighters zip around the battlefield in a mere second while harrying each other with attacks, but that's kind of what I want.
I've managed to lose the rebalance document to make Dungeon Fantasy templates work at 100 points.Does anyone have it?
>>94625001I don't have it but can't you use the delvers to grow 62pts versions?
If I want to make a technique that allows leg parries against attacks above the waist, what should the default penalty be? I'm thinking -2 to Parry, similar to the penalty to parry when you can see an attack with 360/Peripheral Vision but the angle is awkward, or a flip-side of the penalty that Boxing has to parry kicks.
>>94625001https://gurpsland.no-ip.org/articles/DFOnTheCheap.htmlThis one?Also >>94625416 or DF15: Henchmen also works.
>>94625593Yeah either -2 (for the reasons you've stated) or -1 (RAW when creating new techniques, removing one drawback from a combat option is worth -1) would be fine. I guess you could add in a second avoided drawback, maybe removing "no retreating," and be at -2 default anyway.
A warrior with Extra Attack uses his first attack to successfully Feint and uses his second attack to make a Rapid Strike. Do both hits of the Rapid Strike benefit from the Feint?
>>94626180Feint -> AOA (Double) explicitly has feint apply to both attacks (p. B365), so I assume that holds true for Rapid Strikes, Dual Weapon attacks, and any other form of getting multiple attacks per turn.
Thinking of running a shadowrun like game in GURPS, anyone have any recommended pyramid articles or experience running something similar?
>>94626239Cheers. Have this map of Reich-2 from deviantart.>I take issue with some of this map, but it's nbd
>>94626606Only universally-applicable advice I have is avoid the temptation to make hacking an involved and drawn out minigame. Every cyberpunk game I’ve run or played in where the GM succumbed to minigamification was made worse by it, even when I played the hacker and felt that the minigame was fun or engaging on its own.
The REAL Warehouse23 sale has finally started, after that physical-only fakeout a few weeks ago.https://warehouse23.com/collections/sales?filter.p.m.products.edition=GURPS+Fourth+Edition
>>94627355Now is your chance to buy the actually bare bone Basic set for more than the full starter set of other systems and spend $6+ a piece for the hundreds of tiny splats!
>>94625720That’s the one
I take Terminal Disease and Weirdness Magnet as DisadvantagesI then bump my IQ to 14 but drop my Per and Will to 10I now have 70 more points for skills
>>94627586Most GMs set a max of -50 points worth of disadvantages, and those do include stat reductions.
If you check under the tree you may find an early Christmas present for spacefaring characters.
What kind of stats would Santa have?
>>94629483First we need to settle on how he get to every house in a single night, since that’ll likely eat up a bunch of his points. ATR (Non-Combat Speed), Affliction (Stasis; Area Effect; Melee Aura; Emanation), and Duplication are all possibilities.
>>94626770What's the 'solution'? Just having a handful of the Shadowrun hacking programs as individual bought up skills? Techniques? Or possibly alternate abilities I guess.
>>94630189Each program is a skill, you roll against a penalty determined by the SySOP.
>>94630203Works for me, though I am curious what the gamification of the hacking was now.
>>94630189Just keep things simple. The hacking rules from Action are perfectly serviceable in a cyberpunk game; just make a Computer Hacking roll at a steep penalty, with the option for both the hacker and his allies to make complementary skill checks to whittle down the penalty (since it involves the rest of the party, it avoids the worst aspects of minigame hacking). For a more realistic bent, Transhuman Space has some hacking rules that are simple and slower. On the opposite high end, you can still have over the top 1337 h4xx0rz by taking various telepathic abilities and slapping the Digital Mind and Gadget limitations on them.>>94630203Each program being it’s own skill or technique is exactly the minigamification that I recommended he avoid. Under those sorts of rules, the game grinds to a halt while you and the GM spend too much time fiddling with an intricate subsystem no one else at the table has anything to do with. Even the most incompetent fighter and tongue-tied dipshit still engages with combat and social scenes; meanwhile, everyone besides the hacker has literally nothing to do while hacker is doing their thing, so it is best to go through it simply and quickly.
I've been playing Talos Principle 2 and I've been wondering if there's some setting where baseline humans are basically extinct and we play as transhuman or synthetic robots?Transhuman Space is actually quite conservative in that regard, humans there are normal ones with some new capability bolted on, like a version 1.X, not an actual transhuman as a human 2.0.
>>94632703To my knowledge, GURPS has never had an official setting like that. A lot of their non-licensed settings are meant to slot easily into their Infinite Worlds multiverse gimmick, and they don’t really do a lot of sci-fi there (Watsonian reason is that Infinity is scared of some hyper-advanced interstellar threat learning of timeline hopping and roflstomping everyone else with futuretech, so they never establish contact with those timelines; Doylist reason is that the IW writers are all alt-history nerds and don’t really care about sci-fi).However, it’s not really that hard to write up a setting on your own. Make sure that the setting doesn’t creep up in scope until it’s unwieldy and you’re more or less good to go. And with popular entries like NeiR Automata, Stellar Blade, and Talos Principal, you’ve got plenty of cool ideas you can borrow for your own game.
>>94630189I personally use a mix of that one Pyramid article, "Console Cowboys and Cyberspace Kung Fu" I think it was called, and this one GURPS fandom wiki article I randomly found:>https://rpg.fandom.com/wiki/GURPS_HackingBasically, hacking is handled as a Quick Contest of Computer Hacking vs Computer Hacking, Computer Operation, or Expert Skill (Computer Security). Different hacking actions are also broken up into different access levels that must be acquired sequentially via Breach/Spoof. Trying a hack of a higher/lower level than your access level gives a sizable penalty if higher, or a small bonus if lower. Victory on a hacking attempt means that your hack goes through, while losing means it doesn't and the target is aware they've been hacked, and a second failure means you're kicked out and the target gets a free access level on your own interface.Hacking Actions/Access Levels are like this:>Any: Breach, Spoof>Guest: Jam, Listen, Slowdown>User: Analyze, Destabilize, Search>Privileged: Alter, Control>Admin: Banish, DamageEach of these actions are treated as techniques that default to Computer Hacking, and may receive quality bonuses from appropriate programs.However, as others have stated, it's important that non-Hacker PCs still have something to do. The Basic Set mentions social engineering and dumpster diving for thrown out passwords. I treat these as Complementary Skills on hacking attempts.There's also another minigame I've concocted that I call "Cybercombat". To put it simply, I use the rules for Psychic Duels from Supers and allow non-hackers to use VR equipment to jack into cyberspace and interact with a personified security system or visualized cyber dungeon, using non-hacking skills to beat the system into submission, talk it down, or sneak past it using every skill except actual computer skills. This can work alongside all the other hacking mini-games I've mentioned, so everyone has their own way of contributing to a hack.
Trying to make post-apocalypse with magic has reminded me how much I hate cross referencing rules from multiple books together.Has someone come up with a GSC for rules?Just a drag and drop for paragraphs and text boxes to build a custom rules set.
>>94638558It's called Microsoft Word. Or HTML.
>>94638611May as well then copy whole chunks of the Basic Set in.
>>94638236Do they have some sort of net-navi avatar or are they taking real damage from the security system they fight?
>>94641778Fatigue damage, as for Mental Crippling and Killing in Psychic Duels. Not as dangerous as actual physical injury, but still more dangerous than hacking the normal way.
>>94641889Makes sense, how do you portray the security systems, do you make a new meta-trait or do you just slap 'cyber' onto like, an ogre or something?
I'm making a Fire Sorcerer (using Sorcery). I'd like to be able to use Body of Flames, Haste, and Flight to make fast passes on enemies, like a fiery bird of prey.Is there some way to get around Move and Attack penalties, or rather its skill cap of 9?
>>94641988Run and Hit from Dungeon Fantasy 11: Power-Ups? I'm not personally sure if that would work, but there's at least some precedence.
>>94641948When doing normal hacking, there will be often be an AI program responsible for security with skills and attributes roughly correlating to its Complexity. These same attributes are also used in Cybercombat. Will becomes ST, IQ becomes DX, and Per/2 becomes Basic Speed. If I want the cybercombat statistics to be significantly different, like a cyber-ogre, then I represent it with a meta-trait with an Accessibility limitation, worth -50%, similar to Virtual for Modular Abilities. If I want there to be a cyberdungeon, with multiple enemies to fight, then dungeon itself may take up one or more programs, using the guidelines for VR environments in Ultra-Tech, and each enemy might be its own AI program as well.The nitty gritty details aren't really important most of the time, as I tend to play very fast and loose with my games anyways. But it's important if PCs want to do the same thing, setting up VR spaces and AI assistants on their own devices.
>>94642137Sounds pretty cool, I'd probably want to set up a cyber dungeon of my own, even if it was just for the kicks of having my own dungeon.
>>94641988Heroic Charge from Martial Arts. Also, Slams don't take the penalties, and slams with weapons(including Strikers like horns) don't result in the attacker taking damage.
>>94627700Why would he include stat reductions?
>>94644043because that's also a disadvantage innit?Also I'm pretty sure that when the books talk about setting disadvantage limits they do mention stat reductions.
>>94644043Generally any reduction in a stat is considered getting a disadvantage.
>>94644043To discourage min-maxing like raising IQ and selling Per and Will back down, or raising HT and selling Basic Speed back to a round number.Also, because those are the default rules.
>>94643919Interesting point. So, can a diffuse being perform a slam? And can a slam use excess movement points after the slam?The idea is that the character is basically a giant flyimg fireball that passes through baddies to burn them with a heat aura and continues on past them to get out of range.
>>94644459It would seem perverse to prevent characters with Body of Water from slamming and they use Injury Tolerance (Diffuse). On the other hand, since slam damage is based on HP, this implies that those with Body of Fire and Body of Air slam with equal impact!You absolutely can keep moving after a slam; see the rules for overrunning and trampling (Basic Set p.404).
>>94644043disadvantag elimit is a minmax limit, and buyin f down stats is usually minmaxing
>>94644043Because turning those IQ points you "sold back" into a disadvantage called "Retarded" is based.
Is there a restatement of the magic rules anywhere except for chapter 5 of Basic Characters?
>>94632703There was a setting like that but it's not a GURPS setting (though it could easily be converted to GURPS, seems like they were copying a lot of homework from transhuman space).I can't quite remember it anymore, but it did run on a d100 system kinda like Dark Heresy. Eclipse something maybe? Chargen was broken as shit anyhow because you had to spend character budget for a body, but space travel assumed you'd just send your data between space stations, immediately invalidating your body choice at chargen lmao
>>94632703The setting in the fragged empire RPG has no humans I think.
How do you guys handle monster stats?I'm planning on running Mythic and some other random rollable tools to whip up random creatures (i.e.: Mythic Creature Crafter) and I wonder how I can stat them up.Just do it like >>94571894, >>94571918and >>94572158 suggested? Any other tips for when it comes to unique abilities and advantages/disadvantages?I wonder how much I should dive into the books for specifics and detail and how much I should just jot down my expectations, themes, penalties and bonuses then decide how they interact with game mechanics as I go (i.e.: A poison stinger attack - read up on how poison works and balance it as I play, giving it only basic damage and skill check at first.)
>>94650721I would honestly just sit down and spend an afternoon jotting down a bunch of 25 or 50 points abilities you can easily slot in. While there’s absolutely nothing wrong with taking a more abstract seat-of-your-pants approach, I do believe there are some benefits for hashing everything out with numbers. For example, if you’re statting out some poisons, that will force you to sit down and take note of things you may not have if you were doing things more loosely, things like duration or side-effects or how often they can poison someone or the penalty target’s take to the resistance rolls.Also, by limiting yourself to 25 or 50 points, I think you’ll end up with more interesting abilities than if you just made up whatever. Limitations breed creativity, so if you’re trying to make up, say, a paralytic poison on a 10 or 15 point budget, you’ll likely end up with something better than just “the scorpion hit you, roll HT vs paralysis.”
>>94648413GURPS MagicAdditional rules are added in Thaumatology.>>94650721Every 'encounter' in GURPS has the potential to be a lengthy one, so I like to lavish attention on my monsters, give them individual personalities, write them up in detail, and have each one be most of an adventure to deal with. If you want to mow down nameless goblins by the dozen, other games do that.
What guns are you going to write up when GURPS Guns drops?
>>94652492>If you want to mow down nameless goblins by the dozen, other games do that.True, but very few games allow me to can grab a goblin and throw him onto another goblin using judo.
This creatures comes up to you, purrs in your general direction, and looks at you with a "OWO"what do you do /tg/?
>>94653205Karate chop its skull in half.
>>94649894Eclipse Phase
>>94654795*noms ur leg*
What's the maximum HP someone can give willingly for an RPM sacrifice? Could a dedicated individual give literally everything, down to -10xHP, and generate a huge amount of energy at the cost of turning to ash?
>>94650721This blog was all about solo play in gurps. Probably something in here you could steal. https://thecollaborativegamer.wordpress.com/From what I recall they created roll tables for the different types of monsters that could be encountered and then more tables to determine specifics about that monster.
>>94655544It depends.Involuntary Sacrifice is already involve death of assistant, so sacrificing average human is (10×10)/5=20 energy, and Voluntary Sacrifice for 20 energy is 40 HP, what would drop him to -3×HP with 3 death checks, or 55 energy if you drying him to ash.So if you really want to allow to dry your voluteers just do it, you are GM here. But I think such works planned to be worked as Involuntary Sacrifice, as there room for debate to count Slave Mentality and Fanatism as other means of mind-control or not.Still you can remove Involuntary Sacrifice limit per ritual, and increase energy gains for such offerings.
>>94657066Thanks.I'll give it a bit more thought. This is part of an encounter in a Monster Hunter game where a guy sacrifices himself to summon a demon and set off a big explosion. I may have the sacrifice give up less energy for a less big explosion but still guaranteed death.
Are there any fun gurps videos of gameplay?
>>94667561There are no fun videos of ttrpg gameplay.
>>94667561There's a fun podcast called film reroll, although it it uses a rather light version of the GURPS rules-set, not getting into the joy of tactical combat and so on.
>>94669176Yeah the ones I see are all boring and badly paced. Like the GM just rambles on and the players are just there to crack jokes.
What's the most efficient way of making warm bath in the field using magic?
>>94678397Using basic magic system, unconcerned with prerequisites and how many spells you need, assumed skill 15, normal mana, minimising FP cost.First, create a container. Find a large boulder and then shape it with Shape Earth (3 FP) to create a bathtub.If no stone is available, you can locate it with Seek Earth ( 2 FP), or in extremis use Create Earth (1 FP) followed by Earth to Stone (2 FP). Shape Plant is an alternative, but costly (5 FP to reshape dead plant matter for 1 minute).Next, get some water into it. Usually this doesn't require magic, simply a water source and a bucket or other container. Seek Water (1 FP) can find some. Shape Water lets you 'carry' 20 gallons at a time for free. Purifying it one gallon at a time is 'free' if you are willing to risk dozens of casting rolls (and the inevitable critical failures). Create Water is extremely costly, at 1 FP per gallon even with numerous small castings. Melt Ice is quite efficient at 1 FP for a 2-yard radius if you are in freezing conditions. Create Spring is costly for a single bath, but worth it if you want to open a bathhouse. Depending on your GM and situation, a small Geyser may be more efficient, especially if you want to fill a hot tub or pool.Then heat the water up. The Heat spell is fairly efficient for this; 1 FP per minute per cubic yard. One cubic yard of water is plenty for a bath, and it takes about three minutes to heat from 40 f to 100 f. Four minutes is sufficient even in freezing conditions. In theory you could do better using a fire spell to light ordinary wood, heating stones, then using them to heat the water, but that probably spends more FP gathering wood than just using magic would.
>>94678397Heat costs 4 energy to heat up two cubic yards of water, which should be enough for a normal human to sit in comfortably (if not stretch out). Each minute of casting increases the water's temperature by 20 degrees. Experts put the max safe temperature of baths at 100F, so we'll make that our target number. Depending on the ambient temperature outside, you could hit 100F in as few a two castings (realistically no one in 80F weather will be clamoring for a hot bath) or as many as five (potentially many more if you're in a sub-zero environment).Rating: CCreate Object can theoretically just summon a tub full of hot water. However, water is HEAVY, specifically it's ~60lb/ft3, so 1080 pounds for two cubic yards worth. At 2 energy per 5 pounds, that's 316 energy, and that's assuming a weightless tub.Rating: F-Create Servant is free to maintain at Skill-15. You can sit back sipping on mage-tinis while your minion carries the water, gathers the wood, and tends to the fire. Hell, Create Fuel and Essential Fuel are cheap enough you can skip the wood-gathering, and Seek Water helps with the first part (though Create Water runs into the same issue as Create Object; you need many gallons to fill a tub); even with those three spells added on, you're still spending very little energy (especially if you cast Create/Essential Fuel ahead of time to make a lot at once and simply portion it out).Rating: S
Tried logging into the MEGA to add a homebrew GCS template to the Unofficial folder, but despite the credentials working everything was Read-Only.
>>94678857>>94679518Perfect, thanks.
>>94679524I've got no idea what the problem is, sorry. I can upload and edit without issue and it should work the same for anyone logged on to the account. I can't even find a setting for making things read-only.
>>94667561EasyGURPS does solo combat.
Hmm, now that I don't have a job at the moment I should have more time to try hosting another game for friends, right?Right?
>>94686720What setting/genre would you want to do?
>>94686736probably dungeon fantasy
>>94689387Can we please go back to posting funny or interesting tidbits from books instead of random pics for bumping?
>>94689387Grenade (Ornate 3)>>94689440Pic
>>94689477Could also be an RMP charmed grenade.
Barbarian with the Philosophical lens from Dungeon Denizen Swashbuckler.
>>94689440I think introducing a topic to discuss would be a better idea, but I'm not a socialist so whatever.
>>94692673what exactly does that mean
>>94692806Alright, how do I make an ability to counter an enemy affliction? Like sending the curse back to the curserer.
>>94693180I think doing that with Damage Resistance is best. It can have the Reflect enhancement, but it would need Cosmic in order to counter maledictions, and maybe a second Cosmic enhancement for the Reflection to work against Afflictions. Since the DR can only reflect afflictions, you'd get a limitation for Limited Defenses.We can draw from the rules in Powers p. 168 and assume you "reflect" as many levels of the affliction as your DR blocks. So DR 1 would reflect back the first level of an affliction, DR 2 would reflect two levels, and so on. Presumably you'd still have to resist the affliction in order to reflect it.
>>94681933Nevermind, I'm just not used to MEGA's UI. Needed to go to the account page and look at the folder via the drive menu, rather than going to the folder and then logging in. It's in now; it's a rework of the Mage Hunter that's built off the Assassin template and doesn't have all of the official Mage Hunter's sooper speshul unique traits, rather focusing on subterfuge and protection via existing traits (like unmodified Magic Resistance and Nondetection).
How would you differentiate a character who is cunning vs intelligent?
>>94697752Skill selection
>>94697752Both of those traits are so broad and ill-defined as to make the question nearly meaningless. It could be as simple as practical skills vs academic skills, or maybe the presence of disadvantages like Callous or Hidebound (or advantages like Versatile or Eidetic Memory) pushes a person towards one type or the other.We need firm definitions for both “cunning” and “intelligence” if we want to actual answer rather than just yell past each other.
>sorcery for elves and other non-human mages>basic magic for humansyay or nay?
>>94698943I'm always a fan of different cultural approaches to magic. What's the cause of the divide? Are humans missing some sort of magical spark and need to hit the books instead?
>>94698943While in theory multiple magic systems can be cool, using the two most unwieldy ones together seems like a recipe for bogging down your campaign in endless rule checking.
>>94697752age
>>94699461wait I misread
>>94699036>Are humans missing some sort of magical spark and need to hit the books instead?Basically.>>94699119Good point.
>>94699551You could get a similar effect using only a single magic system by requiring different groups have different modifiers to their Magery. A really easy one is requiring humans take Magery with Gadget limitations; while an elf or gnome can cast a spell using their innate talents, humans *require* a specialized tool that is difficult or costly to replace. Other options include Trigger (you have to imbibe some substance to use magic), Costs Fatigue (you have to "warm up" your magery in order to cast, which is tiring independent of spell costs), and Pact (you get your spellcasting from someone else). Thaumatology list more options that's are specialized for magery.This approach allows you to also differentiate between non-human cultures. Maybe sun elves have Daytime Only while moon elves have Nighttime Only, or if you lean hard into the billion-subvarieties-of-elves trope maybe each type has their own version of One College Only.
The best way to run cyberpunk in GURPS is Action right out of the box. No one can convince me otherwise.
>>94705203You probably want to allow some of the gear from ultra-tech, at least the bionics (and maybe some bits of bio-tech), but yeah. The archetypes are perfect, the hacking rules are good at keeping the non-hacker characters involved, and the rules are still realistic enough to be nasty.
What the fuck is he talking about? The main complaints about RM were that it is a minigame that is barely related to GURPS and that doesn't even do its job properly
>>94708938I hope you said it to him, right?
>>94708992No, you get banned for that sort of stuff there
Official word-of-editor is that prices make no sense and are basically made up on the whim of whichever writer happens to be working on a project:> DP: Have there been any published guidelines in 4e for converting> "real:" costs to GURPS dollars, or discussions with you by authors of> prior historicals or tech books that led to the formulation of> specific rules?Kromm:None of which I am aware. Generally, writers have played fast and loosewith this, though I believe some Third Edition books toyed with this infreeform ways, mostly to justify things like using sterling instead of $. >David: In particular, are costs for 20th to 21st century items in current> GURPS books based on the dollar cost in 2004 or are they a rolling> increase with more recent GURPS books reflecting the dollar cost> today?They're either "dollar cost in U.S. dollars at the date of the item'sintroduction" or "dollar cost in U.S. dollars at the date when GURPSbook was published." Neither is privileged, and there's no tether to2004 at all. Some weapon prices in GURPS HIGH TECH for Fourth Edition (2007) comeverbatim from the original book (1988), and are obviously "production price at introduction." For instance, the 2007 release prices the M16at $550 and the 1988 release prices it at $550; both price the Luger at $500. Other, more recent guns appear to have been updated. For instance, the 2007 release prices a Kahr K40 at $720 and an H&K USP at $770, whilethe 1988 release goes with $500 and $900. I guess one got more costly while the other got cheaper. This seems to be linked to market, not toinflation, or they'd both have drifted the same way. I know as the editor that all prices in follow-up volumes to HIGH-TECHfor Fourth Edition were manufacturer's prices at date of writing.
>>94711353Not surprising, they already said low-tech prices for armor (weapons too?) were a matter of game balance rather than realistic production costs.
>>94545602Are there any Pyramid issues or settings that cover Gr Giger bio horror technology?
>>94714567>Okay, you come across a tunnel. It a deep brown, almost black, and glossy. Pale ridges line its length like a massive rib-cage. It's also vaguely vaginal in a way you find unsettling.Congrats, you now have Giger-style horror.
>>94705518Yeah bionics will be a thing and computers get +2 to Complexity, but otherwise I prefer filtering that stuff in over time. No one gets to start with monowire katanas or invisibility-inducing leotards because you're all broke nobodies, but maybe one day you'll get both the cash and the connections needed to get that good shit. Limiting tech to TL8 also really speeds up character creation; the one time I ran a TL10 game, spending the starting budget took over a session because there are so many gadgets to choose between.
So what the fuck was the logic behind the pricing of the Signature Gear advantage? I understand the concept, it's a good idea on paper, but making it scale linearly to average wealth was such a bizarre decision on the dev's part because it means the point value quickly becomes wonky as hell.
>>94721277If they scaled it with personal wealth, then the advantage wouldn't be useful for many character archetypes e.g. the impoverished peasant hero with a magic sword.Also if you're spending so much on Signature Gear that it's becoming a worse deal than simple buying up Wealth, then your character should probably just have Wealth in the first place. At a certain point, it becomes hard to swallow that your character walking around with a vast fortune worth of gear doesn't have *some* disposable income. Same with "struggling" space rogues tooling around the galaxy in a ship worth several millions (or even billions) of dollars.
>>94721616NTA, but there is already a way to get extra cash without buying full wealth level. But Signature Gear gives way better cash/point AND a plot protection on top of that. AtE variant of it is more sensible, and you still need some plausible explanation for having expensive gear of course.Personally I just ignore social aspect of wealth, it's just advantage of having more/better starting gear. Buy status/rank separately if you are rich merchant or something.
What are the best spells to use with Spell-Archery? I'm thinking of making a Wizard-Scout as a backup character for a DF game. The character would be starting at around 330 points since the game has been running for a few months.
>>94725384Shocking Touch has a lengthy prerequisite count, but so do most other melee spells and it's the most efficient way to convert FP to damage.
>>94725384Any Regular spell benefits from Spell-Archery because it removes the -1/yd penalty, so classics like Stun/Mental Stun/Rooted Feet/Tanglefoot are now viable options at range. Area spells doubly benefit, since you do not need to even hit a specific target; fire it at a general area or into a crowd and watch your spell run rampant at a distance. There are a lot of area spells though, so I can't really say which one is "best."
>>94727929The most 'efficient' area spell is probably Stench, but many dungeon monsters are immune to it. Smoke is almost as good and has similar limitations.Fire Cloud and Spark Cloud do actual damage, but are costly. Arguably Create Fire is better value than Fire Cloud.
I was looking around for a football simulator, is GURPS up for simulating a football club?
>>94729679American football? Maybe. There are lots of rules for throwing, grappling, and tackling.Association football? I doubt it.
>>94729708>American football? Maybe. There are lots of rules for throwing, grappling, and tackling.Interesting, gives me the inspiration to take a better look at melee rules.
>>94545602So, bartering with a merchant is covered in Social Engineering on p.26-27.Is there any kind of guideline you guys have seen for how to run a fun auction procedure, from the GM side, determining what each buyer's limits are, and how much they're willing to pay for different items and whatnot? Something a bit less fiaty than me manually deciding all those things for every buyer.
Is there anywhere other than here, where people talk about GURPS, that isn't infested with Christopher Rice?
>>94733580Just stop seething abot him already, it's getting old
>>94733992nta. Rice is toxic af and it bodes very poorly for GURPS that he's now one of, if not the, main personalities of the brand.
>>94731945To my knowledge, no. However you could bash your own system up. I'd imagine it'd make use of Wealth levels and thresholds from Abstract Wealth (Pyramid #3/44) and maybe the round-by-round structure, mind games, and expected value system of Straight to the Flush (Pyramid #3/59).>Every party at the auction has a Wealth score and associated Threshold.>Every item has a starting price (30% to 50% of the item's full price) and a BIV or Bid Increment Value (5% to 10% of full price).>Each round, everyone rolls against the lower of their IQ and Per to read the room; winners and losers get modifiers to the upcoming Wealth roll (see Straight to the Flush).>Someone can spike the price by bidding a lot at once, increasing the cost by a given amount, though this risks alienating the crowd. Make a reaction roll at -1 per 5*BIV; on Neutral or better, apply previous penalty to everyone else's Wealth rolls, while on a Poor or worse take the penalty to future rolls to read a room (at GM's discretion, particularly passionate auction-goers my react more violently).>Everyone rolls against modified Wealth (+10 if the current bid is in their Trivial threshold, +4 if Cheap, and normal penalties for Expensive); those that fail are priced out of the item, everyone else stays in. PCs can also choose to drop out at any time, assuming no disadvantage is compelling them to stay in.>If there are still multiple people bidding, increase the cost by (1d+1)*BIV and start over from reading the room.More detail can be added in if desired. NPC traits may modify Wealth to represent how much they want the item e.g. +1 for Likes, -1 for Dislikes, and so on. Obsessions or Compulsions may give a larger bonus to Wealth for staying in the race, even up to +10, but not for the actual ability to pay for it at the end, so watch out! The IQ/Per roll can also be shifted to certain skills like Body Language, Acting, or Psychology.
>>94734334If you're so great, then why don't you become the main personality of the brand?
>>94733580There is another discord full of people who also can't read the rules, but at least won't get banned for getting into argument. Otherwise you are out of luck. EnE2eJjjh2
>>94734503play by posters
>>94734431Thanks anon. I'll check those out. That sounds pretty workable.
>>94734503Honestly, I'm not worried about getting banned; I just find Rice insufferably smug and obnoxious, and would like to avoid interacting with the cunt in the future.>>94734334Indeed.>>94734448I don't know who he is, but I'm sure he'd be a better pick than Rice.>>94733992He's a cunt who shits up the groups he's in (mostly I've seen him in the GURPS Facebook Group), and since he somehow has weaseled his way into moderator status in all of the ones I've seen him in, it's not easy to just block him and act like he doesn't exist.
>>94734806Why don't you create your own discord then and gatekeep the """"toxic""" Rice and his retinue? Right, you won't because you're all bark no bite. Rice may be toxic but at least he's doing something for the community
>>94714946That's not what I asked.
>>94735046Asking Discord-tier questions should be done in Discord.
>>94735087Answering questions shouldn't be that hard retard, if you don't know than shut the fuck up. If you're contribution isn't worth reading it sure as fuck isn't worth writing.
>>94735111based ESL retardgo talk to that Brazilian autist on trannycord
>>94735124I have no interest in going to some faggot's private chat room. Stay on topic and on site, or fuck off.
>>94733580There's also Mailanka's Discord, but it's mostly just trannies jacking off to their characters. Rice's personal Discord is pretty dead. Gaming Ballistic Discord is a bit more lively, but still pretty dead. The entire community seems dead because people who actually play the damn game do not talk about it.
>>94714567It's a visual aesthetic, it doesn't really translate to tabletop. Unless you want to play alien or something
>>94735046You asked for rules to help represent a vibe derived from a specific artists work, when 99.9% of that is down to descriptions and fluff. It's like asking "are there any pyramid articles about Osamu Tezuka-style sci-fi" and I'm sorry if I don't take those sorts of requests seriously.
>>94735377>You asked for rules to help represent a vibeNo, I didn't. I asked for rules published in either pyramid or a supplement covering mechanics related to HG Giger biological technology. Bio machines, it comes up a lot in gothic horror and scifi that I figured it should be reliably sourced in multiple different official Gurps sources. After all "Alien" and "Devil May Cry" aren't exactly obscure IP's. Not to mention a dozen other sources that either directly take from or emulate his works. It's not easily acquired information aside from somebody familiar with the collective catalog of published GURPS works. I can provide any fluff narration I need during a game or in my notes. That falls into the no shit category. Bio armor, bio mechanical weapons, specific types of demons/aliens. Not so much. That's something having some templates for would go a long way in minimizing massive book keeping and headaches, IE what published material is for.
>>94736152I think I got cancer by reading this
>> 94736152Metal Gear is first and foremost a cheesy technothriller with the thinnest veneer of realism. I’d look at Action long before I’d even consider cracking open stuff like Tactical Shooting.Probably the easiest way to meld the two would be to use the same talents for both. Like have Ergokinesis Talent benefit not only ergokinetic abilities but act as Magery for the colleges of Movement, Fire, Sound, and the sub-college of Lightning. Also you need to replace the -10% Psi modifier with the identically priced Magical modifier. As for risky, just use the alternate critical failure tables from Thaumatology, specifically the Black/Demonic one. Alternatively (or additionally) you can only have Low and Very High Mana areas, so supernatural powers are either handicapped where the barrier between realities is strongest or extremely powerful (free energy reimbursement after casting) but extremely risky (any failure is a critical failure) where it’s threadbare.
>>94735087Newfag. maybe rice trying to shill the discord.
I don't have time to learn all these skill rules. Thankfully there's wildcard skills.
>>94737181Wildcard skills are kind of bad value without adding special bonuses (see Power-Ups 7). Consider using skill trees (Power-Ups 10) instead; trunks are roughly equivalent to wildcard skills without special bonuses, but cost 7 points per level while wildcards max out at 12 points per level. On the other hand, trunks have to be bought up from default at full cost per level instead of being able to jump to attribute -3 for [3], attribute -2 for [6], etc. On the other other hand, that's a more intuitive method of doing things: just buy levels, add them to an attribute, apply the task penalty and you're ready to go.
>>94737394You are paying for convenance. When Ive told me players how inefficient wildcard skills are they dont care. They told me "you are paying for the convenance"
>>94737565My biggest issue with wildcard skills is that they are actually incredibly varied in how efficient or inefficient they are. I can probably get through an entire session rolling only against Detective! because it covers so many skills and its theme of “figuring things out” is very open ended and will apply to almost any scenario. That’s a lot of value. In comparison, Science! covers a lot of skills but will probably only come up once or twice a session because purely academic/theoretical knowledge is in low demand on adventures, and ones like Gun! and Sword! that in practice replace a single normal skill seem like a bad joke.
>>94737565Trunks are just as convenient as wildcard skills. Actually, more so. There's a well-defined list, each covering a decent range of stuff (no more Sword!, Fist! or even Blade!), and you don't even need to grasp the concept of variable skill costs.
>>94737394>>94738129I’d love to use skill trees, but my players hate not using templates and I *really* do not want to go through a recreate every template from a book.
>>94739260Are you the same anon? Templates don't use (exclusively) wildcard skills, so you still have to re-write them if you want a wildcard-only game.
>>94739656Nah different Anon chiming in, sorry for the confusion.
>>94545602can you use block defense to prevent someone from trying to grab your shield?I feel like that doesn't make sense since blocking is putting your shield in front of your enemy, and the enemy is trying to put their hands on your shield (or using a weapon to press it)
>>94740968If you can yank a sword out of the way with a parry then you should be able to yank a shield out of the way with a block. Ultimately blocks and parries just mean "quickly move your shield/weapon to the correct position," and sometimes that correct position means intercepting an attack and sometimes it means getting out of the way.You shouldn't get DB bonus though, obviously.
>>94741026That makes sense>You shouldn't get DB bonus though, obviously.Right, that makes it clear for me now what is actually happening. The DB bonus is just the shield being an obstacle, since the target is the shield, then it's not an obstacle but you can still use your skill to get it out of the way.
>>94609661>and possibly disadvantages like Bad Temper, Berserk, and Intolerance (other dogs), maybe even reduced IQ (hard to train, can't distinguish 'legitimate' targets of aggression from babies, etc.).Is there any actual studies that say this, something with control for pitbull owners IQ, and/or direct ties to violent crime. The people that use pistols "modified" to be full auto in crowded urban areas don't seem like the type to train their combat dogs with self control. It stands out to me that Rottweilers the second most likely Dog to be owned by gang bangers comes up second in the list of dogs likely to try to kill you. Not saying those studies don't exist, just that nobody has shown them to me, and I can't find them, but I am bad at operating search engines.
>>94744203Here's a webm, the best sort of study
>>94744481>Instead of a study here is three videos of a war dog bitingRemarkable, as we all know no other dog has been bred to fight.
I'm running Dungeon Fantasy on Roll20 and trying to figure out how to do multi-hex monsters. Pic related is the best I managed to come up with.Anyone got a better way?
>>94744494>breduhpoor choice of words bro
>>94744645Pardon?
>>94744676breeding implies genetics, meaning you're essentially supporting the genetics side of the "nature vs nurture" dog argument.
>>94744732You sure did defeat that strawman who believed that Pitbull's weren't genetically a more aggressive dog breed. What I expect to see in a controlled study is Pitbulls being as aggressive as other dogs bred to fight humans.Pitbulls aren't the only dogs, bred to fight other animals, and then later bred to fight people. Rottweilers and Pitbulls extensive mauling rates seem to track with their extensive popularity with low quality organized crime... but don't think about how much savage organized crime happens in American cities, ban guns, ban Pitbulls. Then ban knives, and ban Rottweilers, then ban assault trucks and Dobermanns.
>>94744835>ban guns, ban Pitbulls. Then ban knives, and ban Rottweilers, then ban assault trucks and Dobermanns.this but unironicallytrucks should go first
>>94744859...because bomb bans works so well, nobody has ever died to a bomb in countries where bombs are illegal to own.
>>94744876They just didn't ban it hard enough
>>94744835I don't think pitbulls have ever been bred to attack humans. They are bred as dog-fighting dogs. In fact, I don't think there have been many dogs specifically bred for fighting humans, because war-hounds aren't really effective against armed men, and aggression is actually undesirable in guard dogs. Besides, it's easy to train almost any dog for aggression against humans and anything larger than a lapdog is going to be effective against unarmed people. Besides general macho vibes, the appeal of a pitbull as a weapon is that it can threaten someone even if they have a dog of their own.
>>94745125Dogs are effective against people who have to run, and can be transported in reasonable motorized vehicles. Stop to fight the dog the men chasing you will catch you, not to mention people react differently to a man running with a weapon, and a man running while using a weapon.Either that or get a real lucky shot, firing a gun behind you on a SM -1 creature that is hustling.
https://youtube.com/shorts/FAgj65aBCEA?si=0VMX8eJNYhU73oz3What's the real Basic Speed/Dodge value of a house cat?The one on Basic seems too slow.
>>94745223Right, but you don't need a special breed for that. Virtually any working dog will be able to catch up with a human, and grab an ankle. The only real requirement beyond just 'be a dog' is weighing enough that the target can't just shake it off.The only breeds I know of which were specifically bred to take down humans are now extinct, like the Molossus. Even they seem to have been basically livestock guardian dogs which were re-purposed as war-dogs.>>94745246Honestly, I don't think the average cat has better than Dodge 11. The examples in the video seem like extraordinary events rather than typical for the species. It isn't that hard for a human to grab a housecat which doesn't want to be picked up.
This seems bullshitty to me, but could you use Hands-Free (Cloak) to essentially get the cloak's DB for free?
>>94744638No. I have been so disappointed with every VTT software on the market. They are such simple software on paper, but nobody is willing to actually step up.
>>94745596...but cats hunt snakes.
>>94746007GURPS is probably over-generous to snakes, giving them no penalties for Bad Sight, although snake vision is absolutely terrible and they don't have much in the way of other senses to compensate.However, cats are fucking fast in terms of reflexes, typically responding in less than half the time a human would (and slightly faster than the fastest humans). Snake strike is generally around a quarter of a second, which is just enough for a human to start flinching away, but more than enough time for a cat to react. So cats might qualify for something like basic speed 9-10 (but maybe not Combat Reflexes, which is a fudge to get them 'faster'; cats are not generally ready to fight at a moment's notice but require some build-up), giving Dodge 12-13. On the other hand, between that and size modifier penalties, it would be virtually impossible for a human to hit a cat trying to avoid them, which is demonstrably not how that usually goes.
>>94745797The rules seem to allow it, yes. It's not even that weird once you've accepted cloak DB as a thing; it's pretty natural to be able to control a cloak with neck, shoulder, and elbow.For the sake of balance, it seems reasonable to impose the advanced guige use rules (Low-Tech Companion 2, p. 19); you can't parry or make any attacks other than wild swings on the side your cloak is protecting, and blocks are at -3.My actual recommendation is to treat cloaks as either weapons (using Net) or improvised armour (when wrapped around an arm, using Brawling).
Any good places where I can join an online GURPS campaign?
>>94737121Rice is way too thin-skinned to come here. He can't even handle the criticism he gets on the SJG forums.>>94734973I suppose I could. But some people are strongly dedicated to one RPG system (like Rice, Douglas Cole, Eggplant, Mailanka, Pseudoboo, Del'Orto, etc). It makes more sense for any of them to set up such things, rather than a guy who dabbles in a bunch of games. I would just hope Rice isn't the only person in the world interested in doing so, because I think he's a smug asshole. Like: Do Douglas Cole, Mailanka or Eggplant have a discord or forum or fucking IRC. Anybody less obnoxious than Rice is fine.
>>94734431Thanks man. Way more than I was expecting. I was just asking if there was one already existing. I'll have to read those and see how you'd put them together.
>>94734973>but at least he's doing something for the communityYeah, killing it.
>>94748487>Do Douglas Cole, Mailanka or Eggplant have a discord or forum or fucking IRC. Anybody less obnoxious than Rice is fine.Douglas Cole and Mailanka have discords. Cole's discord is very slow and not much game discussion is happening there, mostly business things. Mailanka's discord is highly Psi-Wars-specific. It is much more lively but the few very active people there are annoying troons and one guy absolutely obsessed with Homestuck.I also have to mention that Rice spams his shit on both of these discords to get a better coverage.
>>94747255...but isn't that because cats have the xenophilia disadvantage or something else similar specifically towards humans? A horse can kill a human armed with anything but a ranged weapon pretty easily, but people beat horses to death because the horses let them. Domesticated animals have genetic memory to be loyal to us.
>>94747358God i love cute knights. If i was running a fantasy campaign id tell you mine.
>>94744481So no.
>>94745596I admit I never tried to catch a cat that *really* doesn't want to get caught, only house cats that are at worst mildly annoyed by it, but my cat shows great reflex and accuracy when it slaps out of air tiny (1 to 2 cm in diameter) balls I flick to its general direction.>>94747255SM+0 humans would have a +3 to hit a grapple against a SM-3 House Cat. Assuming it didn't simply bolt away, I don't think you can just go straight for an unwilling cat and catch it, you'd need to fool it first, so perhaps these +3 to hit is being converted to a "deceptive attack"?
>>94751271This. If you are interacting with a cat it is not ready to fight you, if it was prepared for combat you wouldn't see it would have ran away being faster and better sensed than you.Every cat you've hit with anything other than like bullets or arrows has been essentially a sucker punch, or hitting a creature that is too loyal to leave you or too scared fight back in the real way.If you had a pet bird you could punch it, if you wanted to hunt a wild bird you can't with-out incredible luck.This is on top of the fact that humans are apes, and apes are weird. Apes, monkeys, some flightless Birds, and Kangroos have limbs that are longer than our bodies with a lot of free range that something like Coyotes don't have. A Cat can dodge a Coyote's bite or claws backwards, a Cat can't dodge a human punch backwards.If life was like a videogame and creatures had like agro ranges that when entered both of you engaged in a fully bloodlusted fight to the death, you would have a hell of a time hitting a cat, with it only being feasible because of your alien fighting style and ability to perform attacks over a better AoE.
>>94751468>>94750752TL;DR: Saying cats should have low dodge because humans pick them up when they don't nessicarily want to be is like saying a horse should have low strength because humans can pull them to locations they don't nessicarily want to be.
>>94751484I'm replying to myself again, but I think this opens a bigger issue.I feel like all domesticated animals are probably stated wrong by most people all the time. I think when we think about wild animals most people can have a more objective view, but with Cats and Dogs especially, but Horses, cows and others too."Oh I've played tug with my dog I know how strong it is" but you don't know what a dog who doesn't know you has a generous creature would do, also sometimes over estimating animals strength "Well it's pretty hard to hold onto a cat that is struggling" but you don't want to hurt the cat, you are pulling your grip you could crush a cat if you wanted.
>>94747358You go to where people invite people to games, you talk to the GM and then you leave if you don't like them?
>>94751468Plenty of animals that lack cat-like reflexes (dogs, coyotes, wolves, wolverines) are still a danger to wild/feral cats. Second-by-second the cat might dodge most bites, but after a few dozen attempts the cat will get unlucky. That suggests cats don't have incredible defences like 15 or 16 where they have like 99% success, but probably better than 50%.Cats beat snakes because snakes are hugely reliant on one-hit kills. Once someone's dodged the bite, the snake is fucked because it basically uses all-out-attack and doesn't defend. Being able to do that with any frequency against seriously venomous snakes requires an excellent dodge but I'm not sure if that is something cats actually do very often. There's a reason that mongooses are considered the best pest-control for dealing with dangerous snakes. Dodge 12 would be adequate for getting away with it most of the time. Still quite a bit better than what the Basic Set gives them.Alternative method: treat the cat as taking All-Out Defence (increased Dodge) until the snake attacks (probing paw strikes would be more like defensive attacks, but the rules don't support that helping with dodge, and cats can't make brawling or wrestling parries without hands). Once the snake has committed, the cat transitions to some form of attack on its turn, typically killing the snake with one bite. This level of complex tactic is entirely appropriate for an IQ 4 animal, but beyond what the IQ 2 snake can manage.
>>94751953Another way of handling it would be to give cats Altered Time Rate 1. This is consistent with them doing everything about twice as fast as a normal human. The cat could make an attack then transition to all-out-defence before the snake could retaliate. However, this approach gives a huge advantage to animals which qualify for ATR with a sharp 'cut off' of either having it or not, while in reality there is a smooth transition between fast and slow animals. Also, while cats are much faster than average humans, an average cat is only slightly faster than the fastest humans, and ATR is off-limits to normal people even when they have amazing reflexes.
>>94751953>>94751995However Speed 6 and Combat Reflexes is clearly not 'slightly better than peak human'. Speed 8 (plus Combat Reflexes) is probably more realistic. With that, plus using All-Out-Defence and Feverish Defence, a cat can get a dodge of up to 16, which is enough to almost never get bitten on the fist strike. Brawling-16, All-Out-Attack (Determined) to offset any to hit penalties for size, and Mighty Blows to ensure plenty of damage should mean decent success with this approach. 98.1% chance to defend, 98.1% chance to hit, 1d-3 cutting damage to the snake's neck, causing at least 2 injury (3 average), enough for a death-check on a small snake and an unconsciousness check on a medium one. It also requires a HT roll to avoid stunning. In addition, a bite gives a free grapple and between size difference and born biter, a cat can easily hold a snake's neck in its jaws. Once this grip has been established, the snake can no longer bite the cat and so the cat can continue to worry or choke it at leisure. Overall chances of success are better than 95%. More speed, higher skill, ATR, etc. can only marginally improve this by allowing the cat to avoid spending FP, or using all-out manoeuvres. tl;dr Speed 8 allows you to 'safely' hunt snakes if you use smart tactics, which cats do.
>>94752143But what if the snake used deceptive attack? While an IQ 2 animal probably can't really understand the concept of fooling an opponent, Martial Arts says that 'sheer speed' can qualify as a deceptive attack and snake bites seem fairly fast. Certainly the rules allow snakes to take decent penalties to hit without seriously compromising their attack; the cat's size will give most snakes +1 to +3 to hit it, and they seem to use AOA (Determined) for another +4. Even if they don't have the high level of skill that the basic set rattlesnake does (15!) they could well be taking the full -6 to hit for -3 to defences.Evaluate would offset this, but also prevent the cat from using all-out-defence. So the cat either needs to accept worse odds of being bitten (probably fatal if it tries this with venomous snakes more than a few times) or have higher speed. Up to speed 11 might be justified depending on how good you think cats are at this, which is also consistent with 'a bit better than twice as fast as a normal human'.On the other hand, are snakes even that quick when they strike? Internet searches suggest that they aren't really any quicker than skilled human boxers' punches; covering at most a couple of feet in around 0.1-0.25 seconds. Are boxers typically making deceptive attacks? Olympic fencers are even faster, so I don't think either snakes or boxers are making maximum-penalty deceptive attacks at least. On the other hand, I saw one claim that at least some snakes accelerate their heads at over 20G, while it looks like humans can typically manage a bit under 6G with their hands, possibly increasing to around 8G for trained martial artists. If we take that as the standard, it seems like they are faster than any humans and should qualify for the maximum penalty deceptive attack.
>>94752381However, speed 11 gives a dodge of 15 with combat reflexes. If cats could avoid 95% of attacks without using all-out defence or feverish defence, then they would almost never be injured in intra-specific combat or get predated on by larger and slower animals. This doesn't seem to be true, which implies that snakes aren't that hard to defend against if you're small, fast, and agile. No worse than dogs, foxes, and cats themselves anyway. I think that if we assume maximum deceptive attack penalty, then effective skill should be around the minimum of 10 rather than near-guaranteed hits. I'd guess skill should be around 10 (possibly higher base with a penalty for poor vision), with multiple evaluates and AOA being used to raise it high enough to make DAs and offset target SM.
Decently high basic speed/dodge + all-out defense or defensive attack sounds about right to me.
>>94751995If you read about critical flicker fusion frequency in different species, which is the point at which a flickering light appears to be continuous rather than flickering, you'll find that cats' visual perception is actually a little bit slower than ours. Our resolution is about 60 flickers per second, while a cat's is 55. A cat's reflexes therefore can't be a result of anything like Altered Time Rate.
>>94752381...as it's described in the martial arts blurb, a deceptive attack being based on speed is the conscious choice to throw a punch faster than you can actually control.
>>94752575>get predated on by larger and slower animalsWhat animal that is slower than a house cat and preys on house cats? Canines are faster, Foxes are faster, Birds of prey are faster. I'm not aware of anything else killing cats in high numbers.
>>94753127Man
>>94753127I was under the impression that canine reaction times were around human-speed, but looking at the research it seems like they are slightly faster but still nowhere near as fast as cats.Their ground speed is usually better, but that's Basic / Enhanced Move, not Basic Speed / Combat Reflexes / Enhanced Dodge.In general terms, reaction time in mammals is highly size-dependent. The smaller you are, the faster you react. This is basically because a good portion of reaction time is simply signals moving along nerves, and the longer your nerves, the more time it takes.Under that model, I would expect foxes to be between dogs and cats, but don't actually have any data to back that up.
>>94753127>>94753401For GURPS purposes, it doesn't really matter how good the predator's basic speed / reflexes are. What matters is whether they can reliably hit the cat... going by the rules as written that isn't really dependent on anything other than the cat's defence rolls. You pretty much have to be using move-and-attack unless your move is loads better than the target's (in which case AOA may be adequate), which means skill is capped at 9 unless you use a slam / pounce, which isn't how dogs tend to engage. I suppose better skill lets you stay at the cap of 9 while also going for a small target or specific hit location, but anything above about 12 is likely to be wasted.
>>94753401Smaller animals also have shorter lifespans because a sped up metabolism wears them out. Having a slower processing speed would reduce the load allowing a species (cats) to live longer than a larger species with markedly quicker processing speed (dogs)
>>94753582I'm not sure what 'processing speed' means in this context. If you mean 'speed of thinking' then I'm not at all clear if cats or dogs are faster at that, nor if there would be any lifespan improvements from slowing down how the brain processes information. If it's more a general life process and activity rate, then yeah that burns you out as your body needs to replace cells more often and eventually the copying errors and so on pile up. Only the former seems to have any relationship to reaction time, which is what is needed to dodge effectively, and it doesn't seem to make sense to say that cat brains are 'slower' than dog ones when cats react faster, unless this is 'cats react faster than dogs, but relative to their size not as much faster as you would expect'. I guess that last kind of makes sense in that dogs can react fast enough to catch cats and cats have slightly longer lifespans despite being smaller (which would usually mean a shorter lifespan) but I think the 'rules' are loose enough that we can't really say for sure those are the important factors compared to the numerous other differences between species.
I love gurps because it leads to interesting discussions like this.
>>94753582That's not a consistent finding. Like, there are many small birds who will live much longer than big dogs. I don't think it's the metabolism.Also, the longest lived dog on record IIRC lived to 31 (a farm dog I believe. lots of exercise, had a diet of table scraps). IIRC they believe cats will be able to live that long with a gene therapy that's supposed to prevent chronic kidney disease.>>94753401Interestingly, IIRC dogs experience time at a higher framerate than cats or humans. I remember one time trying to convince my wife to let me get a TV with a better refresh rate so when I turn on higher framerate outdoor videos for the dog they would look less like a slideshow. (She said no). But despite cats 'processing fewer frames per second' they definitely react much faster than a dog.
>>94753896The brain uses a high percentage of a body's energy. It's one of the most expensive organs to run. Cats are physically fast, but not particularly so when it comes to the speed of their perception. If you've ever played with a cat with a laser pointer, you'll know how easy it is for them to lose sight of the red dot
>>94754377It's a fucking laser.
>look for some GURPs blogs>stumble upon thishttps://luciferssubcreations.blogspot.com/I think I'm going to throw up
>>94757790>GURPS blobs>grand total of 4 gurps articlesBe honest, you just wanted to be angry.
>>94757790The decor is bad but the overall style reminds me of 00s websites (geocities, infoseek etc) and blogs, bringing out that nostalgia.5/10 could use less identity politics.