[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/tg/ - Traditional Games

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: .png (589 KB, 630x817)
589 KB
589 KB PNG
Previous thread: >>96346915

GURPS 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 using the image (follow the URL to get to a folder with some files, read the files to get to the archive). Never post direct links to the archive anywhere in plain text.

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.

Thread question: What is your opinion on the art in GURPS books?
>>
>Basic Set p. 287: A TL0 wooden medium shield weighs 15 lb and has DR 7. A TL1 metal medium shield weighs 30 lb and has DR 10.
>Low-Tech p. 116 and Low-Tech Companion 2 p. 19: A TL0 wooden medium shield weighs 14 lb and has DR 4. A TL1 metal medium shield weighs 11 lb and has DR 4.
>High-Tech p. 72: A TL6 metal medium shield weighs 30 lb and has DR 10.
I assume that the Low-Tech rules are effectively errata for the Basic Set rules. In that case, is it just impossible to get a shield with DR 10 at TL1?
>>
>>96462767
Better art would have been too expensive. It beats having no art so I am appreciative of what we have.
>>
>>96462767
>What is your opinion on the art in GURPS books?
Fuck art. More books with zero art should be published.
>>
>>96462767
>TQ
They should use anime art for the books
>>
>>96463805
they probably will, since they already hired a tranny
>>
File: taking-the-trash-out.png (620 KB, 1054x1925)
620 KB
620 KB PNG
>>96462767
>Thread question: What is your opinion on the art in GURPS books?
4th edition art is garbage but it got better since Pyramid Vol. 4 or so.
The ones from 3rd edition had its charms.
>>96463056
Good art sells.
>>
>What is your opinion on the art in GURPS books?
The art adds flavor to the tome. No art just makes it a textbook. Also, if you remember a particular passage, the art helps mark where it is.
>>
>>96462797
I think it's more a case of historical metal shields being metal in order to save on weight, not increase durability. A TL 1 solid bronze shield as thick as a wooden / hide shield and much stronger should be physically possible and 30 lbs. for DR 10 seems to be in the right 'ballpark'. It's just that it would be very expensive, harder to use than a normal shield, and not do the job that much better, because DR 4 is sufficient for most shields. So nobody made shields like that.

TQ: 3rd ed art was great. Re-using that or public-domain / stock images generally works fine in 4th ed. New art has been mostly pretty terrible, and current generation 'AI' 'art' would probably be better if they hired someone competent to do the prompting / machine wrangling. I suspect that SJ is too much of a boomer to agree though, since he probably think we're still in 'too many fingers' mode, believes that obvious slop is as good as it gets, or thinks art-fags are entitled to money.
>>
>>96464051
The moment they hit the sloppa pipe is the moment I stop giving SJG any money
>>
>>96462767
>Thread question: What is your opinion on the art in GURPS books?
I always liked it aside from that weird 3D model put through a blur filter thing they tried with, IIRC, the Magic book and a few others early on in 4e.
>>
File: firefox_tjIYGrNwzj.png (100 KB, 450x291)
100 KB
100 KB PNG
like once a year I look through all the art in transhuman space toxic memes just to feel something.
>>
>>96464098
You give SJG money already? The last time I would have been willing to was probably 10 years ago.
>>
TQ: art in basic set feels random.

I've never played GURPS before, but it seems like a reasonable choice for a setting with no dedicated RPG system, that is, Blue Archive. As of now, I've thought of the following changes:
>all lifting is multiplied by 2, just cross out "lbs" and write "kg"
>HP x10
>no hit zones
Dunno what to do with possibility of getting minuscule amount of actual damage.
>>
>>96464144
>HP x10
Why would you ever want t--
>Blue Archive
Ah okay yeah makes sense. There are more intricate ways of achieving more durability (e.g. Stun Points, Power-Ups 9) but that's a perfectly passable way to achieve superhuman/weaboo durability with minimal effort.
>>
>>96464144
>imagine a bunch of fa/tg/uys roleplaying as underage anime girls
in hindsight that's just nechronica
>>
>>96464126
I still pay for the occasional Pyramid or other GURPS supplement
They cost basically nothing
>>
>>96448979
>>96448990
The problem is that in order to figure out which genera are worth including, I still have to do the work of researching all of them. Only giving rules for a few doesn't significantly change the amount of work done, because once I have completed the research, turning that into rules is relatively easy thanks to keeping my notes in spreadsheets anyway.
Also, although it might seem that several dozen examples of a family would be a fairly comprehensive list, it usually isn't and I only include the most notable or well-documented ones.
>>
>>96464098
Why?
Because you think human illustrators are entitled to get paid even if technology can do a better job? I guess that's a fine opinion, but I bet you buy a bunch of stuff made by machines which could have been made by human craftsmen.
Because you think the quality is bad? You're probably out-of-date in your opinion, or think that bad examples of machine-generated images represent the best that can be achieved because you simply don't recognise the good ones.
I will grant that there are niches which algorithms are bad at generating images for, such as visualising things which haven't been illustrated before, and it is worth keeping a population of skilled illustrators in business for that. But the pictures SJG pays people to paint are generally just vague slop anyway.
Because you hate 'AI' and don't want to give money to the companies making it? Reasonable, but there are open-source algorithms out there, so in theory at least you could have an ethical image-generating pipeline where all the money goes to the prompter.
>>
>>96464567
gay post
>>
>>96464567
If it's not worth any human effort to make then viewing it is similarly useless
>>
>>96464567
>so in theory at least you could have an ethical image-generating pipeline where all the money goes to the prompter.
Oh thank goodness, because that's my main concern with AI: I really want to make sure people get paid for typing a sentence into Plagarismbot9000.

Fuck off, preferably kill yourself too but I'll take just not having to see your shit-tier opinions ever again.
>>
>>96462767
I find the art in gurps books to be pretty vestigal, with a few exceptions. At its most useful it can show an idea which is hard to convey with words, like the old lying down, crouching, kneeling, standing diagram. In most cases the art in gurps books is just weird looking and doesn’t illustrate anything useful.

I’d like to see more art for GURPS setting books, though. Including a picture for transhuman space robots or specific sci fi guns would be useful compared to the usual fare of a page describing psychic powers next to a picture of a guy with his eyes closed and fingers on his temples.
>>
>>96464905
Maybe it's because I've been a GURPS enjoyer since age 12, but I never thought the art looked that weird. Some of it sure, but not most of it.
>>
>>96464188
>>96464291
Also:
>no Acute Hearing unless your character has extra ears
>but you can take Acute Hearing and Ultrasound Hearing with extra pair of ears
As hit zones are a non-issue, tails, horns and those weird head-wings on head don't even need to be handled.
>>
>>96464567
You're in denial about it still looking like shit and you want to get paid for prompting.
>>
File: Chilotherium.jpg (42 KB, 800x534)
42 KB
42 KB JPG
Fuck it, here's some rhinos.
https://samuelbaughn.blogspot.com/2025/09/extinct-rhinos-in-gurps.html
Aggressively cut down the number of animals I covered to make things a bit quicker. Still probably more than anyone actually needs, but whatever. Enjoy your cursed tusked rhinos. They might work well as mounts for orcs or something.
>>
>>96467258
Can I get stats for the jackson's chameleon
>>
>>96467286
ST 1; DX 9; IQ 2; HT 11.
HP 1; Per 10; Will 10; FP 11; Speed 5.00; Move 1.
Traits: 360 Degree Vision; Cold Blooded (65 Degrees); Ham-Fisted 2; Enhanced Tracking; Extra Arm (Tongue); 2 Extra Arms (Foot Manipulators); Weak Bite; Wild Animal.
Skills: Stealth-12; Survival (Jungle)-12.
>>
>>96467432
Oh, also needs Climbing at pretty high levels.
>>
>>96464144
>HP x10
>no hit zones
I'm not sure why you wouldn't want hit locations, since that is one of GURPS' selling points for a lot of players.
Although, I suppose if you gave all students Ablative Force-Field DR equal to 10xHP, then you'd get a similar effect.
Hit locations only matter for wounding modifiers, injury effects, and DR on different locations. Students don't wear armor, so DR will be uniform anyways. If damage doesn't penetrate DR, then wounding modifiers and injury effects won't matter either.
If you want students to be able to suffer Shock and Major Wounds even before DR is depleted, then you might make the DR flexible, so a small amount of damage still gets through (1 per 10 points for piercing damage, which most guns do).
Whether you want to go with ablative DR or high HP depends on whether you think halos should act like a depletable force field, or a physical enhancement that just simply makes students more durable overall.
>>
File: burps.jpg (62 KB, 594x397)
62 KB
62 KB JPG
Am I crazy, or did some anon one time make a Muppet template? If I'm not crazy, does anyone have it?
>>
>>96467567
I want students to get shocked by damage and low DR on halo, I want them tocrisk dropping unconscious, but no major wounds. I could mirror HP rules for halos, with "death rolls" on negative DR to check if halo was shattered or not.

Flexible DR isn't the right type. Halos protect against blunt damage, crashing, even against flamethrowers, but illness, hunger and so on bypass halo completely iirc. I guess you could kill a student by boiling her alive or freezing her to death.
>>
>>96467567
>>96467974
+flashbangs and stun are a canon thing.
>>
>>96464144
>I've never played GURPS before
>HP x10
Yeah it shows, try playing it before making modifications. This isn't a d20 where you can homebrew willy nilly and maintain some sort of balance, x10 HP with gurps active defenses will be a fucking slog.
>>
>>96470342
I have actually played in a game where the GM mixed 3e and 4e rules ending up with absurd HP figures among other things
It was NOT cash
>>
>>96470342
In defense of that anon, I'm a long time player of GURPS and I think GURPS lends itself better to homebrewing willy nilly than just about any other system.
>>
>>96470426
I wouldn't call choosing subsystems from a toolbox RPG 'homebrewing.' My main criticism of GURPS is that there aren't enough notes on alternative subsystems regarding what works with them and what doesn't work. You can't expect to increase HP tenfold and have the game still function properly.
>>
>>96470342
>>96470426
>>96470455
5.56x45 NATO does 5d6-1 DMG, on average that's 16.5 DMG. In Blue Archive, getting hit by a single bullet like this is just a warm-up.

I haven't calculated probability of hitting a target though.
>>
>>96470961
Better represented by some form of DR or idk, I don't play gachashit
>>
>>96470961
Ablative DR makes more sense than just multiplying HP.
Think about it, the girls get hit but they don't start to bleed after every injury, but in GURPS taking hit point damage does represent actual bleeding wounds, even if slight.
>>
Is it possible to run a high lethality atmospheric dungeon crawl ala osr with gurps?
>>
>>96470974
Yes. It is in fact the easiest style of dungeon crawl to do in gurps, just play gurps on tech level 3 with a starting points of 50-100 without using any cinematic rules. Also, if you want to make racial bug templates I recommend you read GURPS Template Toolkit 2: races.
>>
>>96470961
Gurps isn't a good game for a setting where people without armor are supossed to get sprayed by nato rounds and not die.
Use DR mods like other anons said or have the damage be a fixed number without rolls.
>>
>>96471041
>>96470961
This reminds me, isn't there a cinematic "cartoon damage" rule? Where you just take 1 damage for every hit or something?
Might be better than massively increasing HP.
>>
What types of things is GURPS not good at?
>>
>>96471062
The animated character meta-trait (TT2) gives unkillable 2, but that isn't really what you want.
The Flesh Wounds rule allows you to do this at the cost of one character point. Reversing the rules for one-use advantages gives you infinite uses for [5], which doesn't seem at all balanced, so don't do that. PU5 has some options for generating points to spend on stuff like that, but nothing covering infinite uses whenever you want.
IT:DR at high levels does this for low levels of damage, but getting it to the point where rifles are doing 1 HP would be expensive and lead to weird stuff like shotguns doing more damage than rifles.
Using all of these options at modest levels is probably as close as you are going to get.
>>
>>96471116
Sorry, you're right, it's not an official rule. I searched my notes and I found where I saw it. There was one gurps podcast about playing through movie plots, and in the home alone episode they had a house rule about cartoon damage.
>>
>>96471114
Abstraction. See Realm Management for an example of it going badly.
>>
>>96471062
There's Stun Points from Power-Ups 9. You have SP equal to HPxN, where N is some chosen value (book uses 5 in the example, but 10 could work for BlueArchiveAnon). When you're hit with an attack, injury comes off of SP, and you lose 1/Nth that amount of HP. Once you're out of SP (or are asleep, unconscious, or similar), damage comes off of HP 1:1 like normal.

It's basically free Injury Tolerance (DR) with the added effect of it "running out" and not protecting you after you've reached a certain threshold; a hero can fight on through stone-shattering spells and missile blasts, but once sufficiently weakened can be finished off by a dramatic but completely mundane knife to the gut.

>>96471114
There are currently holes in GURPS for actual high-level management of NPCs, but beyond that I can't think of a ton. The number (and variety) of alternate rules means there's usually something viable in GURPS for all sorts of campaigns; for as much as the system gets memed on as an autistically-detail realism simulator, there are plenty of cinematic rules to tweak things to your chosen power level (and just as many to make things *more* austically-detailed for those that want a realism simulator).

>>96471151
Realm Management is barely a GURPS book. I don't say this just as a way to distance a system I like from a bad entry in its catalog, it literally has nothing to do with any other part of GURPS's rules. Those rules as presented in the book are just as compatible with D&D, 40kRPGs, and one-page indie games. Rice managed to push through his half-made boardgame and pass it off as a GURPS splat.
>>
>>96470961
Your approach is too much of a brute force one, as other anons have mentioned. GURPS has a lot of options to reduce lethality, though you need some familiarity with the system. I'll try to explain some of the ramifications each has.
>10xHP, no hit locations
This is what you're doing. First of all, you don't die at 0 HP in GURPS. You must roll HT to stay conscious, and death isn't a risk until you're at -1xHP, and only happens automatically at -5xHP. You could easily rule that unconsciousness is the worst they risk.
Another aspect is that while an average person has their Move halved at 3 HP or less, that is 33 HP for you. I'd assume that someone reeling from severe wounds is something you'd keep at a similar threshold rather than it being proportional, given your idea is to make them extremely resilient. Any other rules that scale with HP will also be affected.
I don't know why you'd ignore hit locations, I'd at the very least keep them purely for the wound and to hit modifiers and RP potential.

Instead, these are the things I'd suggest:
>Survivable Guns (Pyramid 3/44)
Rifle damage is absurd in GURPS. It's scaled to armor penetration rather than injury, and to quote the article: "it’s arguable whether being hit by a rifle bullet in the torso is really is two to three times more lethal than being run through by a sword".
The rules in that article keep rifles just as effective against body armor (which is what the rules were designed for) while halving their damage numbers against characters less excessive. There are no real downsides.
>Stun Points (Power-Ups 9)
This is very similar to what you were angling for: In addition to HP, players have SP equal to N times HP. PU9 suggests 5xHP. When the character takes damage, it comes off their SP, with 1/Nth of that (round DOWN) being taken off HP. Unconsciousness is automatic at 0 SP. Because SP isn't HP, all the rules that scale to HP aren't affected by you adding, say, 9xHP in SP on top of the character's HP.
>>
>>96471114
Accessibility for the low IQ. We NEED more Indians playing our favorite systems
>>
>>96471330
>half-made boardgame
My man, boardgames are something you can play whereas 95% of RM is just descriptive stuff that cannot be interacted with during the "game"
>>
I've been messing around a bit with an OSR-style GURPS, which would include a generated hexcrawl, dungeoncrawls, and rolling for initial stats with a 75-point budget.

The idea is you take your 3d6 and roll in order for the four main attributes (each starting at 10) - taking the lowest die roll with an addition of a fudge dice to give you the modifier (+, -, and blank keeps the stat at 10). You then adjust your point budget. I'm still stuck on how to bring in more OSR elements for traits.

There's DF16 for the hexcrawl, but I don't quite like the rules from what I've seen :o I much prefer sticking to Basic Set GURPS rather than DF.
>>
>>96471902
That would seem to make it possible to generate characters with cripplingly low scores:
0.2% of a 4
1.6% of a 5
4.4% of a 6
Things which normal people do without issue like getting dressed or opening doors would be a real challenge for someone with DX 4 or 5.
IQ 5 is probably 'profoundly retarded', unable to use language. At IQ 4 you probably can't even pick up a stick to use as a weapon.
Per 4 means you are worse than someone with hard of hearing and uncorrected bad vision at noticing things.
Unless you allow some method of increasing these scores as well, I think there is a serious risk of generating characters who are simply unplayable.
>>
I had an interesting situation arise in a recent game. It was an anachronistic humans+dinos game with the PCs as super-powered cavemen. One PC had 4 levels of the Control (Bone) advantage.They fought a zombie giganotosaurus, and he wanted to use his bone control on an exposed bit of femur. I ruled it as a quick contest between his IQ and the dinos HT, with him inflicting margin of success injury to the leg. But that felt.... anticlimactic. I checked the books afterwards, and Powers has no guidance on using Control on living creatures. What do you anon's think is a good ruling that's fair, but still feels cool and cinematic?
>>
>>96472206
You'd reroll on anything less than a 7. But yup, you could roll low. Could also roll high.
>>
>>96472211
Control (and Create for that matter) are both pretty underwhelming as standalone abilities, as you've noted. However, they work excellently as bases for power stunts (or Wildcard Powers from Supers if you're using those). So many different abilities can be stunted off of Control. Innate Attack (Ignores DR; All or Nothing), Binding, TK (Animation), and a variety of Afflictions would all make sense stemming from Control (Bone) via the rules for Using Abilities at Default (p. P173).
>>
>>96471902
I have no advice for you beyond "rolling for stats in gurps is stupid".
>>
>>96471902
Rolling for each stat sucks because totally randomized stats suck AND they make it impossible to include class templates when sticking to a static budget. You could just abandon everyone having the same points value in the beginning, but a viable compromise would be to roll on a table instead, with each entry giving a stats adjustment package with a uniform value to the others. That way you still get a (pseudo)random stat allotment but can proceed knowing exactly how many points the stats will come out to.

An example table might be something like this
>1 : ST+2; IQ-1; HT+2
>2 : DX+1; IQ+1; Will-1; Per-1; ST-1
>3 : Per +2; HT+1
>4 : IQ+2; ST-1; HT-1
>5 : DX+2; ST-2
>6 : ST+1; Will+2
In all cases, the stats adjustment come out to [20], meaning any 55-point occupational template can be combined with it to make a 75-point character.

But beyond random stat allotment, I don't know what really counts as "OSR elements" that would need special consideration in GURPS. GURPS combat is already plenty lethal, you've already selected low-ish point totals to pursue, and any system lets you play "mother may I" with the GM instead of using game rules if you so wish.
>>
>>96471902
I've done this before, with completely random everything, and everyone make 4 characters, then do a Dungeon Crawl Classics style lv0 character funnel. The goal is to just be able to make characters and run a game in one session last minute.
What I did for stats was roll 2d6/2 + 7, rounding up. This results in the majority of the stats being around 10 or 11, and has more of a trend for higher stats over lower.
Here are the rules I used, stolen from someone on youtube and slightly modified.
https://files.catbox.moe/yr1pqp.pdf
>>
>>96471041
>>96470961
>>96464144
I don't know the details of Blue Archive but a quick check over the Pixiv wiki says they carry guns and grenades like they live in Texas and schools have tanks and attack helicopters. I vaguely recall seeing some art of characters using melee weapons as well.
So I'd start with Stun Points and Injury Tolerance (Damage Reduction) 10 to 20. It would let them easily survive gun wounds and a bunch of bad rolls would only result in unconsciousness instead of death.
It seems tanks and attack helicopters are not so deadly against them as well, but I doubt it's something they're unafraid of (otherwise rifles would be useless), so giving the Impulse Buys to turn hits from a tank round into a flesh wound seems appropriate.
Or just give them Unkillable.
>>
>>96471902
>I've been messing around a bit with an OSR-style GURPS, which would include a generated hexcrawl, dungeoncrawls, and rolling for initial stats with a 75-point budget.
>There's DF16 for the hexcrawl, but I don't quite like the rules from what I've seen :o I much prefer sticking to Basic Set GURPS rather than DF.
Dungeon Fantasy 15: Henchmen has a lot of stuff that you may want to use, including five 62-point templates for low-powered PCs (p. 18) and guidance for playing with four 62-point characters per player, funnel-style (p. 33).
>>
File: .png (17 KB, 1476x208)
17 KB
17 KB PNG
>>96471902
Chapter 11 of the Third Edition Basic Set (literally two pages long) actually has some basic rules for randomly-rolled characters. This idea was not carried forward to Fourth Edition.
>>
File: .png (55 KB, 671x860)
55 KB
55 KB PNG
>>96474985
See also pic related from ACKS 2.

Furthermore:
>3d6 ~= 1d10 + 5
>4d6 drop lowest ~= 1d10 + 7
>5d6 drop two lowest ~= 1d10 + 8
>>
>>96472426
>>96472917
>>96474949
>>96474985

Thanks for the info, guys!
>>
>>96470964
>>96470968
>>96471041
>>96471062
>>96471116
>>96471330
>>96471368
Ablative DR/stun points as halo protection, outer layer of non-ablative DR to represent DEF, Unkillable (unless something that can shatter the halo happens).

>I don't know why you'd ignore hit locations, I'd at the very least keep them purely for the wound and to hit modifiers and RP potential.
No hit zones, because it doesn't matter where a bullet hits a student, she's affected the same way (or so I guess). Actual wounds aren't impossible, and students can be on a sick leave.

>Rifle damage
Rifle damage: tactical shooting has Pstkiv/39, a Finnish anti-tank rifle using 20x138mm ridged cartridge. It has 6d6x3 damage (and armor divisor of 2), on average that's 63 dmg per roll, full range being 18-108. 20x138 should knock out a minor character, an one-woman-army character should be able to take a few more before passing out.

>Gurps isn't a good game for a setting where people without armor are supossed to get sprayed by nato rounds and not die.
And what system is meant for it?

Also, TL. Real life is TL8, moving towards TL9. Blue Archive has TL9 humanoid robots used in everyday life. I guess that I'd have to balance TL8 and TL9. Millenium school students get a pass and are on TL9. Some really advanced things, should be considered TL10 or TL11 though.
>>
>>96474985
Straight 3d is awful even for D&D, can't even imagine in GURPS
>>
Why's the long axe (sw+3 cut, 6 lbs) unready on swing but the dueling halberd (sw+4 cut, 10 lbs) doesn't? Did someone have a hateboner for two-handed axe/mace writing Low Tech?
>>
>>96478173
I've never given enough of a shit to look into it but I've heard the dueling halberd is poorly statted.
>>
>>96478173
I just make it unbalanced instead of unready
Problem solved
>>
>>96471114
It encourages railroading in the basic set.
>>
>>96478173
smelly nordman """weapon""" vs beautiful gyaru polearm
>>
>>96478173
Long Axe is TL2; Dueling Halberd is TL3. That one TL jump has some striking effects on the weapon's design. For example, it looks like, historically speaking, the large heads used for two-handed axes are about 40% heavier than later halberd head designs, and they seemed to be used with shorter hafts held near the end (even though dueling halberds were shorter than their full-size cousins, they ultimately had longer hafts than Long Axes and were held closer to the middle). This means what GURPS calls the Long Axe had more weight concentrated at the head of the weapon and had the hands positioned closer to the base, both contributing to the weapon being harder to control when swung and requiring more time to recover after each swing.
>>
>>96479101
cope
>>
>>96479110
>numbers are cope
Uh huh.
>>
>>96479110
soiaxes be malding at halberd chards
>>
File: Classical thinking.jpg (87 KB, 1005x1199)
87 KB
87 KB JPG
Is there an official answer to how damage progresses at ST 71+?
Obviously it's +1d per +10 ST and the half-way points (75, 85, 95...) get +2, but what about the intermediate values?
If there is no official answer, what is the most sensible progression?
>>
>>96479101
>the large heads used for two-handed axes are about 40% heavier than later halberd head designs
Got a source? That seems to go against my instincts based on seeing pictures of the weapons. The long-axe heads I've seen look quite small (no larger than those of shorter battleaxes) and halberd ones (I think most of them are from full-size halberds, which might be completely different) look pretty big. This is assuming the 'long axe' is something like a Dane axe, with bigger ones like the Lochaber axe being 'great axes'. I guess it's also possible that halberd heads are big in profile but more narrow, but as I understand it all battleaxes had pretty thin blades.
>>
>>96479373
Used these two, which I fully admit are not the most rigorous sources, but I wasn't going to spend too much time gathering data to win an argument on 4chan dot org.

https://www.timesmojo.com/are-halberds-heavy/
>One is 37 cm overall with 14.2 cm of that the tip, weight 578 grams, while the other is listed as 39.5 cm long and weighs 590 grams.
https://www.khm.uio.no/english/collections/objects/the-langeid-broadaxe.html
>The axe head is large, and with a cutting edge of just over 25 cm and an original weight of around 800 grams (now 550 grams), it is clearly a two-handed axe.
>>
>>96479345
Thrust damage before ST 70 goes up by +1d per +8 ST, in a sequence that goes:
>nd
>nd
>nd+1
>nd+1
>nd+2
>nd+2
>(n+1)d-1
>(n+1)d-1
>(n+1)d
>(n+1)d
>(n+1)d+1
>etc.
Since nd+2 and (n+1)d-1 are only half a point apart on average, you should change the other two steps to cover 3 levels of ST each.
The neatest progression seems to be:
>ST: damage
70: 8d
71: 8d
72: 8d+1
73: 8d+1
74: 8d+1
75: 8d+2
76: 8d+2
77: 9d-1
78: 9d-1
79: 9d
80: 9d
81: 9d
82: 9d+1
etc
>>
>>96464567
Don't listen to the other anons, anon. Pretty soon your skillset is going to be insanely valuable. I actually just "fired" a bunch of artists recently, FINALLY, after getting board approval. Everyone was hesitant because they read instagram comments about how people hate AI, but after some a/b testing we found AI art actually does BETTER than the slow, inconsistent art all of our human artists did. We replaced like 7 people in our department with one guy who uses Midjourney and Photoshop and I can't tell you how much it's improved my mood and our ability to ship.
>>
>>96479448
>*kike drivel*
>this is why AI is good for you!
Back in the oven, rabbi.
>>
>>96479580
I know anything you don't like is jewish somehow, but the reality is that two of the freelancers we'll never work with again are jews, three are brown, are I am white
You lose, faggot
>>
>>96479602
Spiritually non-white
>>
File: trikehexes01.png (427 KB, 1351x738)
427 KB
427 KB PNG
Does a creature with a long tail and/or neck count its entire silhouette for the purposes of determining how many hexes it occupies, or just the 'footprint' of its body?
I looked at how Lands Out of Time handled sauropods and can't make sense of it.
Brontosaurus: 75' long (55% tail, 25% neck, 20% body), 8' wide, 10 hexes. Seems to be body only (3 hexes wide, 4 long).
Diplodocus: 90' long (roughly same proportions), 7' wide, 30 hexes. Seems to be body (3 hexes wide, 6 long = 16 total), plus neck (7 hexes long), plus another 7 for tail (which is actually more like 16 yards long, but maybe the thin tip doesn't count).
Brachiosaurus: 'nearly as long as diplodocus' (actually more like 70% the length, shorter than brontosaurus), 30 hexes.
Actual dimensions, 70' L 10' W, maybe 50% neck, 25% body, 25% tail. 16 hexes body, 6 tail, 8 neck (possibly reduced from by being held upright rather than horizontal).
The 10-hex triceratops also seems dubious; see image.
>>
File: 1986.gif (542 KB, 640x1411)
542 KB
542 KB GIF
>>96479448
Why does everyone assume that because I have opinions about 'AI' image-generation that aren't just incoherent poorly-informed hatred, I must be aiming to make a living as a prompter?
I'm actually fairly decent at traditional drawing, have a perfectly nice job in another field, and am shit at prompting.
Fact of the matter is, the professional illustration industry has been rife with 'cheating' for many years; lots of use of 3d models, photobashing, and tracing. Dan Smith, who GURPS fans praise frequently, traces photos for composition, for example. Neural nets take it to another level, but you've almost certainly been consuming 'slop' for years without noticing and odds are good that many people who claim to be traditional artists now are using 'AI' somewhere in their workflow. Fine-tune a model, prompt it with a quick sketch or photo, let it do most of the boring work, then correct the mistakes with a bit of overpainting. People literally can't tell the difference between that and normal commercial art, if you do it right. Of course, you're aware of examples of it being done badly, because plenty of people are either unwilling to pay someone with the skills to do it right or overconfident in their own abilities, so there is lots of bad stuff out there. Plus you saw the results of state-of-the-art a couple of years ago, which was genuinely awful except for hyper-specific uses, and those memories are still associated with the idea of 'AI art' in your mind long after they stopped being relevant.

I sympathise with the general hatred of 'AI' for creative work. It's disturbing for a machine to do that, and it's certainly producing a large volume of worthless shit. But saying all AI generated images look bad, that it is somehow plagiarism, or that anyone who questions you must be a professional prompter just makes you look foolish and misinformed.
>>
>>96479815
>Dan Smith, who GURPS fans praise frequently, traces photos for composition, for example
>any GURPS art
>praise
That said I barely come to /tg/ anymore, all creative hobbies have been thoroughly sloppified. The Jews don't have /k/ by the balls yet, but when they do I'll just stop having hobbies altogether
>>
>>96479905
You realise you can have hobbies without having to participate in internet / society bullshit about them, right? Your guns, pencils, dice, books, etc. will work fine for many years even if you don't discuss them online or buy anything new.
>>
>>96479905
>The Jews don't have /k/ by the balls yet
Have you been there in the last few years? The astroturf threads price their influence is there in force.
>>
>>96479982
As long as I have guns and they go bang they have no say
>>
>>96479815
As far as I can tell, there are three camps when it comes to AI art.
>People that despise it with every fiber of their being for a variety of reasons, some legit (low quality, reliance on art theft) and some less so (“human creativity is literally magic”/SOVL bullshit, grossly overstated environmental damage)
>People that love it because it lets them churn out porn or incendiary content instantly and with zero skill or effort
>People that defend it despite not really liking it because they’re obsessed with the idea of being the smartest person in the room; not liking AI while dismissing attacks against it makes them feel smarter than both its adherents and opponents.
Slop threads are obviously 99% Camp #2, but in wider 4chan Camp #3 dominates, because being an annoying contrarian with delusions of superiority has been 4chan’s MO since its inception.
>>
File: Giroof.png (569 KB, 960x540)
569 KB
569 KB PNG
Is there some way of converting the dB of a really loud noise into affliction effects, or is it just a case of hoping there is something roughly equivalent in a published book?
>>
>>96480403
Never mind, found it in Powers: Enhance Senses.
>>
>>96480403
Enhanced Senses has a table of dB values as well as some consequences of them. TL;DR is
>100+ dB: Prolonged exposure can lead to Hard of Hearing, either temporarily (1 day on successful HT roll), lasting (1d months on failure) or permanently (on critical failure)
>130+ dB: Moderate Pain; 150+ dB: Severe Pain; or 170+ dB: Terrible Pain. Also roll for Hard of Hearing as above but with a penalty
>190+ dB: Roll HT, Deaf for 1d months (failure) or permanently (critical failure); roll is penalized for even louder noises

Building the first would be an Affliction with Onset, Exposure Time, 1 minute (-30%) (or longer; not a lot of detail on how long "prolonged" could be, and if it's right around 100 dB then maybe an hour would be more realistic) and Increased Duration. Having it last a day even on a successful resistance roll is RAW impossible, but you could maybe get the permanent-on-critfail effect to work via Secondary Effect? All the others are pretty straightforward.

>>96480483
Fucking captcha delayed my response lol, glad you found it.
>>
>>96480483
There's a splat for everything
Does it even say anything about people with enhanced Senses being more susceptible?
>>
>>96473066
I forgot to tag you in >>96476383
>>
File: conway-brontosmash.jpg (3.49 MB, 4096x2276)
3.49 MB
3.49 MB JPG
>>96467258
Big week for big animals. Here's some sauropoda. Thanks to Gregory S. Paul and his obsessive need to provide size and weight estimates for every species, assigning numbers to dinosaurs is pretty easy. Contrary to their popular image as peaceful creatures, the diplodocoids, especially Brontosaurus, seem to have quite a bit of natural weaponry, including claws over a foot long.

https://samuelbaughn.blogspot.com/2025/09/diplodocoid-dinosaurs-in-gurps.html
>>
>>96479662
I would count creatures with long extremities as occupying only the "footprint" of their space, unless they were low to the ground like an alligator or such, in which case the entire 'shadow' would be counted for the silhouette. Dinosaurs, for instance, are generally tall enough that one could occupy the same hex as a Brachiosaur's neck without even being able to reach it.
>>96480513
They're no more susceptible than usual senses, but you could add that as a -10% Limitation to Enhanced sensory advantages, in theory.
>>
>>96482417
Dumb long necked niggersaurs
>>
>>96482431
this gay lizard is PISSING me OFF dude. I HATE the past!!!! The only thing that matters is the present !!!
>>
File: file.png (268 KB, 500x500)
268 KB
268 KB PNG
left or right
>>
>>96483736
two of one, 1 of the other.
>>
>>96483736
Pips for d6 games. Ones that run the full set get numbers.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.