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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
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>>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.
>>
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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.
>>
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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.
>>
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Am I crazy, or did some anon one time make a Muppet template? If I'm not crazy, does anyone have it?
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>>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
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>>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).
>>
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>>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.
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>>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.
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>>96479101
cope
>>
>>96479110
>numbers are cope
Uh huh.
>>
>>96479110
soiaxes be malding at halberd chards
>>
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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
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>>96479602
Spiritually non-white
>>
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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.
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>>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.
>>
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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?
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>>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.
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>>96480483
There's a splat for everything
Does it even say anything about people with enhanced Senses being more susceptible?
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>>96473066
I forgot to tag you in >>96476383
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>>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 !!!
>>
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left or right
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>>96483736
two of one, 1 of the other.
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>>96483736
Pips for d6 games. Ones that run the full set get numbers.
>>
>>96480322
You forgot Camp 4:
>I don't give a fuck where it comes from, I just want a picture.
>>
>>96482431
>They're no more susceptible than usual senses
I mean that's a common trope for enhanced hearing that it is, there should be some way to simulate that
I really hate that ultratech flexible armor doesn't account for limbs, pretty sure you would look like the Michelin Man and fight just as well if you had DR 45 all over.
>>
>>96485483
>there should be some way to simulate that
There is; just take Susceptible.
>>
>>96483736
Doesn't matter
>>
>>96483736
Right and with easily readable numbers
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>>96483736
I choose this one
>>
Making a character with no advantages and no disadvantages: interesting idea, or soulless retardation?
>Dungeon Fantasy 15 guard template: 62 points
>RAW: Attributes, +60; secondary characteristics, +5; advantages, +10; disadvantages, −30; primary skills, +13; secondary skills, +1; background skills, +3
>Modified: Attributes, +40; secondary characteristics, +5; primary skills, +13; secondary skills, +1; background skills, +3
>>
>>96485948
umm isn't increasing your attributes an advantage????
>>
>>96485948
I don't see the point.
You're gonna suffer without combat reflexes though
>>
>>96485951
Yeah, like wouldn't it just be 10 in all stats and then just piling on skills
>>
Browsing through Skills again, and I noticed for the first time that Acting has the following modifier:
>+1 for every point of IQ you have over the person you are trying to fool (or the smartest one in the group), -1 for every point of difference if your victim is smarter than you
I understand the idea that the less intelligent someone is, the easier they are to dupe, but isn't that already represented by social skills (and likewise the resisting skill) being based on IQ? Why is there a separate additional modifier? Doesn't this basically double the benefit of IQ for Acting specifically? And why only Acting, why not Fast-Talk, which utilizes the same principles of getting one over by duping your victim? I'm just not sure why this modifier exists. Maybe one of you better understands it, or one of the devs has written about it.
>>
>>96488621
It seems to have been part of the skill since at least the 2nd edition Basic Set, so I doubt that anyone remembers why they did it in the first place. Weirdly, in 2nd edition Detect Lies had this mechanic as well, but it seems like they never intended you to roll a contest between Acting and Detect Lies. Instead, Acting gave an automatic penalty to someone using Detect Lies on you, regardless of skill level. In 3rd edition this was changed to a quick contest and Detect Lies had no modifier for your opponent's IQ, but Acting did.

Anyway, more dinosaurs:
https://samuelbaughn.blogspot.com/2025/09/iguanadontid-dinosaurs-in-gurps.html
Managed to cover 18 genera with one template and six lenses. There's a suspicious number of dinosaurs where the weight estimate is 'about a ton', based on five teeth and half a rib or something.
>>
Is GURPS horror worth picking up?

Generally is there a source of some sort that lists the mechanics worth learning from each book and tells whether they are worth learning or not?
>>
A question about fragmentation damage caused by explosions. In the basic set, it says that someone hit by the explosion automatically takes fragmentation damage. It says that everyone else in the area is attacked by the fragmentation at skill 15, and that for every three points by which the attack succeeds they get hit by an additional piece of fragmentation. Does this mean that the target only gets hit with one piece?
>>
>>96491579
I would just roll for it, like close range minigun fire there just sometimes are things that don't make sense
>>
>>96491287
Are you buying books instead of torrenting them?
>>
>>96491579
That's how I've seen it interpreted in the forums as well. Grenades don't have an RoF, unlike Claymores, so there isn't an easy "multiply frag damage by half the RoF multiplier".
The exact wording is "The fragments attack everyone else in the area at skill 15." but I'd treat is as everyone including someone directly struck being attacked, with that one getting one extra hit, and maybe a +1 or +2 to the roll. Using the size table would give a +8 but that might be excessive.
>>
>>96491892
Nta but I thought explosives did have an RoF for frag hit determination.
>>
>>96491287
Just torrent everything and then maybe buy the ones you like later
I did so just to be consistent, you know, I didn't want all those "I will buy these things when I stop being a poor kid" justifications for warez to mean nothing
>>
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>>96492012
Nope, in fact the Claymore treats it as a special rule in a note.
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GURPSbros, how would you stat and use the red light demons?
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>>96492379
Succubus?
>>
I compiled a list of skills sorted by default and learned that the Piloting skill is based on DX but defaults to IQ-6. Curious.
>>
>>96491287
I'd say yes.
Significant new rules:
Injury Tolerance (independent body parts) - reprinted from Powers
Panic Attacks disadvantage
Some new improvised weapons
Alternative fright check mechanics
Corruption (the big, important one)
Other content:
Two decent settings (!PotC and WotW2)
Excellent advice on running horror games and making things scary (which can apply in other genres)
Decent templates and meta-traits
>>
>>96491780
torrenting then buying if I like it.
>>96492024
I plan on doing that.
>>96492451
Thanks!
>>
>>96492379
If they are just hallucinations induced by the equipment, then that's just a flaw in the device, same as how NODs can give temporary disadvantages like Tunnel Vision and No Depth Perception. You don't need to make it buildable with the advantage / disadvantage system because it's just gear.
If they are real entities, then they have some kind of Invisibility (or maybe high levels of Chameleon or Obscure) which doesn't work against this extremely specific technology. A web search says that the red night-vision made heat visible, so it seems like some kind of Infravision. I guess the demons could just have Invisibility in the visible spectrum and not IR, although that raises the question of why they only appeared in this specific instance. Maybe they realised they were being observed and improved their invisibility spells or something?
>>
>>96492489
>>96492406
"Advanced" but faulty prototype equipment causing long term hallucinations sounds very funny for a group to deal with
>>
>>96492122
>2d (0.5) pi-
Does that mean claymore fragmentation is gonna ping off plate armor (DR 6x0.5=12, max 2d6 can do is 12)?
That doesn't seem realistic
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>>96492826
Worse, it can be stopped by a car door. I feel a straight 2d is more like what it really does
>>
>>96492826
>>96492863
It's 3mm steel balls, about the same size as #5 bird-shot. Out of shotgun, that would have a (0.5) armor divisor (High-Tech, p. 173). On the other hand, the initial velocity is about three times that of a shotgun's muzzle velocity, which should count for something. On the gripping hand, apparently the steel balls are significantly deformed by the force of the blast into shapes even less suited for penetration (i.e. flattened disc-like ones).
Also note that at 2 yards the explosion itself does significant damage.
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>>96493002
>steel balls
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>>96493002
We need the mythbusters to come back and test if the best historical plate armor could survive a claymore detonation.
I have a feeling gurps underestimates how much damage the impact would get through the armor even if it didn't penetrate.
>>
Fundamentally, a humanoid slime would just have the injury tolerance: homogeneous, right? I didn't add immunity to metabolic hazards because it's still a living thing, can be poisoned, can age, etc.
Any other traits like stretchy limbs or engulfing could be added by the main thing is just the injury tolerance, I think.
>>
>>96493439
Depends, just homogenous means the body's parts are not interchangeable. E.g. if one of the slime's arms gets cut off it could not just shift its mass to regrow it.

desu I'm not quite sure what would be build to represent this, maybe Regrowth with Nuisance Effect "Lose ST and SM in accordance with it"?
>>
>>96493524
>just homogenous means the body's parts are not interchangeable. E.g. if one of the slime's arms gets cut off it could not just shift its mass to regrow it.
That's true. I'm gonna check out how the various "heal self" advantages work and see which makes sense.
>>
>>96493439
If you're basically a living gummi bear / jelly baby, then yeah, that's just homogenous and maybe some DR (crushing only). If you can actually flow, then you're going to need some more, possibly going all the way to IT (diffuse) for a very liquid one which just closes up after you cut / shoot / stab it.
>>
>>96493562
>If you're basically a living gummi bear / jelly baby
This is closer to what I'm trying to stat.
The idea of the race are "Armor Slimes" which are slimes that are magically grown inside plate armor to animate it. So it's a fully humanoid slime, that can't change its shape too much since it's limited to flowing inside the armor. I'm thinking about adding regeneration and regrowth because they can heal over time by recovering bodymass but they can't just shrug off damage.

Though considering how expensive regrowth is and how full limb cutting has never happened in my games, I might just not add it, this is supposed to be a player race in dungeon fantasy and 40 points for something you can just spend 1600 copper to heal is a bit much
>>
How stupid is someone with 8 IQ supposed to be?
>>
>>96494050
(insert obvious joke here)
>>
>>96494050
Like the average "person" in South Africa
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>>96494145
what is the obvious joke?
>>
>>96494050
GURPS WWII: Iron Cross gives IQ 9 to Joachim von Ribbentrop. So one step stupider than that, I guess. (I can't find any other historical characters with canonical GURPS IQ scores less than 10.)
>>
>>96494210
>>
>>96494050
We can sort of estimate this with taking Extra Time. An IQ-8 person is going to take 4x the time as a normal IQ 10 person to perform any IQ based task. So, as an example, where it would take a normal person a few minutes to perform a basic Housekeeping task (sweeping a floor), a IQ 8 person would either have a chance to do the job badly enough to count as a fail, or need to take 4x the time to actually pull it off. Basically, they are sufficiently slow to be noticeable and debilitating in daily life. Its about the upper end of stupidity that doesn't fall directly into being so mentally handicapped that you cannot function on your own.
>>
>>96494224
How rude!

>>96494230
That does sound pretty dumb, maybe I shouldn't make my fighter be that dumb. I envision him as being dumb, but maybe not "spends 4x more time to do basic tasks" dumb
>>
>>96494245
I'd recommend either IQ 9 or IQ 10 with some appropriate mental disadvantages (Hidebound, Incurious, ect) that can represent a character who's not a very thinking sort without being directly mentally handicapped.
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>>96494270
He's like a natural dumb minion, like bulk & skull from power rangers (a bit of a low IQ reference itself but I can't think of a better example).
I'll go for IQ 9 and disadvantages instead of IQ 8.
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>>96494050
Borderline clinically retarded, IQ around 70-75, mental age 8-10, unable to handle higher education, essentially unable to function fully in modern society without some degree of assistance, but can manage basic household tasks, work at a job if the employer is tolerant of frequent screw-ups, probably has a social worker or probation officer assigned to them, and/or is being exploited by criminals on at least a regular basis, maybe constantly. Can't understand serious abstract concepts, but able to grasp at least a crude version of basic ones like morality, symbols, analogies, etc. Poor at maintaining separation of acceptable public persona and private thoughts. Low impulse control, unlikely to have savings, lives 'hand-to-mouth'. Probably has an extensive history of at least petty crime or dangerous behaviour. Can superficially present themselves as normal or even intelligent but (smart) people will eventually realise there is something wrong.
>>
>>96488850
>fuck-you-isaurus
There's no way they named it that on accident, is there?
>>
Speaking of low stats, how low willpower is someone with a willpower of 6? What does it represent?
I'm statting broken minions of an evil warlord, and I want them to basically automatically fail any fright check with almost no will of their own but not enough to go "reprogrammable" or that other disadvantage.
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I plan on running an Old West campaigns with cowboys and 'injuns and was wondering if anybody had any good modules or adventure campaigns I could use to run my game.
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>>96496177
A 10% chance of success, roughly, on a roll with no modifiers. This represents a creature of such poor willpower that, under most circumstances, it will break trivially. In combat fright checks normally get +5, meaning its about a 60% chance of success for not running in combat. Personally I would recommend Fanaticism instead, for a minion who is absolutely dedicated to their dark lord with little care for their own value. If you are making a more cowardly minion, try Cowardice instead.
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>>96496537
They're not so much as meant to be enemies but more of an example of a people that have been broken and grinded down until they completely gave up on resisting the dark lord. They will absolutely betray the dark lord if given the chance (so fanaticism wouldn't fit) but as soon as a proper servant of the dark lord appears they instantly prostrate themselves..
>>
>>96496177
Yeah, that's someone who is essentially 'broken'. Easily cowed and browbeaten, virtually no self-control. What you would expect from a small child, or someone who has been systematically abused in such a way they have given up trying to resist. It might be appropriate for those living in a repressive regime, but consider that even normal Will 10 people are fairly compliant when social pressure is directed at them. A population with average Will 6 would be incredibly servile and pathetic. Will 8 or 9 is probably enough.
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>>96496920
Thanks, I think I'll go with 8.
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>>96496425
One Shot Adventures has one or two western-themed adventures for GURPS, though they lean heavily into pulp-horror with stuff like haunted mines and vengeful native shamans.

There's also a Pyramid article about expanding Action stuff into other eras (including old west), and the 3e Old West book will certainly have a bunch of useful info and ideas even if the mechanical parts won't be super relevant.
>>
Assuming a cinematic campaign, instead of wasting a ton of points into kick techniques for lethal kick and so on, would it be fair to just buy Natural Weapon (legs, small piercing) for 3 points?
Maybe I'll add trained by a master as a pre-requisite to buy Natural Weapon (pair of limbs).
>>
>>96499311
It kind of makes techniques (and cinematic skills) redundant if you can just buy advantages which perform better for fewer points. I'd say that even in a cinematic game, you shouldn't be using this kind of shortcut; this gives some actual incentive for people to master martial arts. If it's a game with fantasy races, it also undermines their appeal if anyone can just buy exotic traits. On the other hand, Martial Arts set a precedent by allowing shins to be purchased as Strikers.
It's ultimately a GM call and I don't see anything in the rules to forbid it.
Depending on your GM, you may be required to purchase such an advantage with an enhancement representing the fact that your 'natural weapon' is effectively undetectable, unlike someone with claws or something.
>>
>>96499473
>It kind of makes techniques (and cinematic skills) redundant
I feel like the technique system is a bit cumbersome, since past a certain number of techniques you're better off spending 4 points to increase the base skill.
>Depending on your GM, you may be required to purchase such an advantage with an enhancement representing the fact that your 'natural weapon' is effectively undetectable, unlike someone with claws or something.
True, that makes sense.
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>>96499311
Just get a bagh-nakh for your feet my man
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>>96500083
>bagh-nakh
a what
>>
>>96500113
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>>96500113
What GURPS calls a 'bladed hand'. Unlabelled ethnic cool weapon for the least cool ethnicity on the face of the Earth.
>>
>>96500422
>>96500446
I feel like one for your feet would make it hard to walk.
>>
>>96500453
Supposedly Japanese shinobi used a similar device which strapped to both hands and feet, but meant more as a climbing aid than a weapon. I doubt you could walk in them.
Very long spurs and toe-spikes were features of some European plate armour, but more for fashion than offensive use. Still, they seem to have been at least somewhat practical to walk in, so in principle it could be possible to attach a spike to your foot without massively hindering you.
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>>96500453
If you want a kang foo movie sort of game you'll make it work somehow
>>
Should ritual/path magic have been/be in the basic set? I get that it's already ginormous and including that whole other magic system in it would've added a couple dozen pages (assuming you just transplant them from GUPRS Thaumathurgy), but I really feel that out of all supplemental material it's the stuff that's most "core worthy" because it's 1. actually a different system (rather than just additional advantages/skills/gear/whatever for to use with the main one) and 2. it's just so much better than the "default" magic system for handling the way magic normally works in historical/mythical fantasy settings, which are such an aspect of GURPS' "identity" (I suppose that the "default" system does better emulate the way that the magic used by fairies/gods/yokai/spirits/djinn/other magical creatures work in such settings, so if you don't mind combining two different ones for extra immersion the "optimal" combination is ritual/path magic for human magicians, "default" magic spells for creatures).

The only other system I can think of that "deserves" so much to be in the basic set is the spaceships system, if only because it'd make it hypothetically possible to actually have a proper science fiction game without having to buy three extra books. Though considering it's like 80 pages even without examples, that'd be completely impractical. Maybe a condensed version could've been in the basic set? I dunno.
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>>96502026
I think replacing the standard magic system with a more generic and maybe flexible system like Sorcery or RPM would have been better for the basic set and would have used a similar page count to the existing magic chapter. Two different systems might be excessive.
But RPM wasn't available when the Basic Set was written and I don't think they had even really figured out how to manage powers to make a powers-based magic system which didn't suck at that time. The only really good magic system they had was Spirit Magic (precursor to Path & Book) and that isn't generic enough.
As for spaceships, you could probably get away with one page of ship stats and a couple of pages of space combat / travel rules, rather than a whole design system. But again, they hadn't really figured out all that stuff at the time and the people who could write it (i.e. Dave Pulver) were busy doing the main rules.
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>>96502285
Problem is that RPM is less suitable for "generic fantasy" type games, so I can see why they'd have the default system in the Basic Set.
>>
>>96502026
>The only other system I can think of that "deserves" so much to be in the basic set is the spaceships system
The one system that needs to be in a future Basic Set is definitely the Chase rules from Action.
>>
Grab your SPAS-12, because the velociraptors are loose. Just remember, they are solitary, so you can concentrate on the one in front of you and not worry about any rustling in the bushes...

https://samuelbaughn.blogspot.com/2025/09/eudromaeosaurs-in-gurps.html
>>
am I being stupid, or are the extra rules in DF16 just "here are more places to make Survival and similar skill checks" ?
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>>96503286
yes, you are being stupid
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>>96503170
I wonder how raptor meat would taste
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>>96505115
considering dinos are birds, probably like chicken or turkey
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>>96500453
It is an intrinsic part of understanding the 12th Sutra of the Tiger. As the learned Vishkandarabhiswa wrote, "As the tiger's claws are with him, so must yours be with you.".
>>
>>96503286
Are there more examples of common adventuring skill checks like this? The DF books are kind of a godsend in that sense as a reference
>>
>>96502026
I could go for a 4th Edition version of something like the GURPS Compendium books for 3E. They could include all those useful extra rules, ritual magic, spaceships, whatever. Of course this is a pipe dream as we are doomed to forever receive more ever increasingly esoteric 30-page no-art pdf supplements to Dungeon Fantasy and Guns.
>>
>>96504519
aw
>>
>>96507005
REJECT MODERNITY, EMBRACE TRADITION (You can always just use the GURPS 3E Compendium II, it is mostly workable with 4E).
>>
>>96462767
Is there anything in particular I should know for adapting the 3e VtM book to 4e? So far it just seems like a simple case of turning HT points into HP points.
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>>96509757
Some of the disciplines are extremely cheap compared to buying a comparable advantage. For example, Sweet Whispers is arguably a bit better than Speak With Animals (since it gives you a reasonable chance of forcing cooperation, rather than requiring you to use normal persuasion) but costs [2] rather than [25].
>>
>>
Should parry ranged weapons really be a skill instead of just a cinematic advantage that allows you to parry ranged weapons with your regular parry skills?
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>>96515539
I think it's yet another legacy issue. 3rd edition was very keen on making 'cinematic' martial arts abilities skills rather than advantages. I guess they wanted to convey that in martial arts mythology, such things are the result of training rather than an inherent quality.
Another issue is that it isn't a strictly cinematic skill. It doesn't have TbaM or WM as a prerequisite and there are plenty of real-world examples of people who are able to do low-level versions (e.g. any bat-and-ball sport).
I think the ideal would be to make it a cinematic technique (with the option to train it if you have ETS or ATR as well as TbaM or WM) so that anyone can try it, but only unrealistically competent ones can manage it reliably against actual weapons.
>>
Is Realm Management really that bad? Anyone have more crunchy alternatives if so?

I was thinking it's fine when combined with City Stats and Social Engineering+Boardroom and Curia, something to help the more qualititative side of GMing factions, kingdoms etc.
>>
Ahem.

Kill Realm Management. Behead Realm Management. Roundhouse kick Realm Management into the concrete. Slam dunk Realm Management into the trashcan. Crucify filthy Realm Management. Defecate in Realm Management's food. Launch Realm Management into the sun. Stir fry Realm Management in a wok. Toss Realm Management into active volcanoes. Urinate into Realm Management's gas tank. Judo throw Realm Management into a wood chipper. Twist Realm Management's head off. Report Realm Management to the IRS. Karate chop Realm Management in half. Curb stomp pregnant Realm Management. Trap Realm Management in quicksand. Crush Realm Management in the trash compactor. Liquefy Realm Management in a vat of acid. Eat Realm Management. Dissect Realm Management. Exterminate Realm Management in the gas chamber. Stomp Realm Management's skull with steel toed boots. Cremate Realm Management in the oven. Lobotomize Realm Management. Mandatory abortions for Realm Management. Grind Realm Management fetuses in the garbage disposal. Drown Realm Management in fried chicken grease. Vaporize Realm Management with a ray gun. Kick Realm Management down the stairs. Feed Realm Management to alligators. Slice Realm Management with a katana.
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>>96517263
Does it work? Yes. That's all that matters.
>>
>>96517263
>Anyone have more crunchy alternatives if so?
ACKS 2 (TL2 only)
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>>96515969
There's the Dodge This article in Pyramid, which if I'm remembering it correctly has steep enough penalties to do what you're looking for with minimal fiddling.

>>96517263
Yes it is that bad. Even if the style of product was something you wanted, the half-finished nature of the beast means you still run into a ton of frustrations. Some stuff is sort of useful in there (a lot of Anons got pissed at things like calculating your realm's size modifier, but I remember liking that part, maybe since it was the only part of the damn process that had some mechanical crunch to it), but it's more like picking out select pieces to use in your own project rather than reasons to use RM as a whole.
>>
>>96517263
There's a city management article in Pyramid which works fine when combined with the agriculture and trade articles.

>>96518196
It absolutely doesn't though. See the thread on the SJG forum where someone tried actually running it.
>>
>>96518602
>hurr durrr what about this singular case of a retard being unable to comprehend rules and no one else having any complaints while running the games successfully
>>
>>96518632
>no one else having any complaints
It's really easy to imagine a bunch of people that like the game and, having no complaints, have no reason to post about it. Doesn't make them real though.
>>
>>96515539
It shouldn't be a skill or an advantage. It should be a technique. And it shouldn't require ETS or Precognition if you can see the shooter. If you can see the shooter and his weapon, then you can read his body language and the orientation of his weapon to predict the moment and line of attack. It should be very difficult as to be impractical compared to just dodging or blocking, but it shouldn't require exotic advantages.
>>
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This >>96518921.
I allow melee skills to parry ranged attacks at a penalty depending on the relative SM of the projectile, to a maximum penalty of -10 to skill (-5 to Parry) at an SM difference of 10 or more (as by that point, your striking surface is larger than the projectile). You can reduce this penalty to 0 with a technique. This is difficult enough that most mundane warriors are better off not even trying, but it's a viable option for cinematic warriors.
If you can see the shooter, then there's no penalty for projectile speed, because you're parrying the line of attack. If you can't, then you get no defense, unless you have ETS, Precognition, or high Perception. If you can see the projectile, then you can make a defense at a penalty to skill equal to the Speed penalty of the projectile. Precognitive Parry is changed to Precognitive Defense, and a successful skill roll lets you ignore all penalties relating to Size/Speed when defending against ranged attacks.
Melee weapons and unarmed limbs take damage when used to parry firearms and missile weapons, but any DR on the weapon or limb counts as 5x normal against the attack. You can accept an arbitrary penalty before you parry, giving +1 to the DR multiplier per -1 to Parry.
I still have Parry Missile Weapons as a separate skill, even though any melee skill can parry ranged attacks. Its main advantage is that it's at +3 to Parry compared to melee skills, can be used unarmed or with any weapon, and has a cinematic technique (at -5 to Parry by default) that lets you reflect bullets/lasers directly back at attackers.
Pic unrelated.
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>>96495288
I remember these magazines. My dad used to buy them for me all the time. Came with a buildable dinosaur or something iirc
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>>96519017
>pic
Parrying nuclear explosions could be built like "DR, explosions only, active defense, based on skill"
parrying the radioactivity would have to be a different thing tho
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>>96518602
>trade articles
Do you happen to know which articles the trade rules are in?
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>>96519264
Lord of the Manor (vol. 3 iss. 52)
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>>96519338
Can you do me a favor and open your copy of this article? I just need someone to confirm that the font is wacky and that it's not just my computer.
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>>96519431
NTA, but my version seems OK and yours seems different...
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>>96519431
PDFs can sometimes load wrong and not use proper anti-aliasing; that's what looks like happened here. If it's persisted through multiple closings and reopenings, though, then maybe it's worth re-downloading that issue from the archive.
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>>96519431
It now looks like a GW roleplaying game
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>>96519431
>>96520076
I don't see any differences
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>>96519338
>>96518602
>>96518198
Awesome, thanks
>>
I want some special metals for my fantasy campaign, but before I make them from scratch, I figured I'd ask here to see if they already exist in some book or pyramid article or someone already house ruled them in some blog.
>mithril
>Adamantine
>orichalcon
I'm asking specifically for weapon modifiers.
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>>96522204
Dungeon Fantasy 8
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>>96522254
Thanks.
Shame it doesn't have mithril or adamantine but I'll check what the others are and see if they fit with a different name.
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>>96522263
Adamant is listed as an armor (not weapon) material in Low-Tech Armor Design (in Pyramid vol. 3 iss. 18).
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>>96522288
>18
*52
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>>96522204
GURPS Fantasy defines adamant as a super-hard crystaline rock that gives objects made of it three times the DR and HP it normally would, at x30 the normal cost.

Any stone weapon (p. B275) could be made adamantine to give it extra DR and HP (and personally I'd also treat it as Very Fine for the purpose of breakage, unlike normal stone weapons, but keeping the (0.5) armor divisor). Basically, it's a worse version of orichalcum if used as a weapon, but it's available two TLs earlier. Directly translating the x30 cost on top of Stone's cheaper pricing makes it CF+28.4, damn near the same as DF's pricing of orichalcum; you can either leave this as is and define adamant as a niche material, or treat the CF for adamant and stone and *multiplicative* rather than additive in this case for a net CF+11 (x30 for adamant, x0.4 for stone = x12 final multiplier).

Mithril is treated in GURPS as just Tolkein's name for orichalcum, since it serves the same narrative role of "super metal" that's both stronger and lighter than steel. It easy enough to make one just an even better form of the other when it comes to weapons (just increase CF and reduce weight further), but orichalcum weapons are already unbreakable so there's no real doubleplusgood version of that. You could slap an armor divisor on it I guess.
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>>96522288
>>96522295
thanks!
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>>96522359
Also thanks
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>>96520102
It may be the particular PDF viewer doing that as well; a lot of mobile viewers will render the page in memory and display -that- rather than re-drawing the page each time it's scrolled.
>Captcha: 8G00DP
No thank you, one is sufficient
>>
Yesterday's gunman made a shot to the neck artery (-8) from 200 yards (-12) with a mauser rifle (acc 5)
Assuming All Out (+1), brace (+1), three rounds of aim (+7) and a +4 for a non hurried task, the final modifier for that shot is still -7.
What do you think his skill in Guns (rifle) is?
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>>96523048
I think he had at least 80 points in Guns
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>>96523048
>from 200 yards
I've seen some confusion over whether it was 200 yards or 200 feet.

>+4 for a non hurried task
I don't think that applies when you expect the cops to be after you within seconds.
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>>96523048
You forgot his scope, I'm assuming a 3-9x for +3 (but non-hurried doesn't apply here anyway)
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>>96523048
That assumes an aimed attack at the neck artery, rather than the more likely option of a random hit location and Kirk getting fucked by the dice.

But even if we assume a net -7, that still could mean someone with Guns-14 or could pull it off; 16% success rate, or about 1-in-6 odds, isn't great but it's not impossible. That level of training still implies either military background or an obsessive amount of time spent at the range. Either way, some flavor of /k/ autism.
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>>96523279
Probably was aiming for the head, and failed his roll by 1. Still a tough shot to make.
If he had really expensive equipment it could add some bonuses here or there.
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>>96523334
GURPS range penalties are way too steep for what they are
Even a torso shot would come to +-0 at 200 assuming all the above modifiers (not the non-hurried task but +3 for the scope). 25% chance for a competent shooter to... miss the target entirely? What the shit?
>>
>>96523048
If he was in any way a pro, he would have checked the range and got at least a +1 bonus for the target being within a yard of the known distance. Laser rangefinders are cheap and reliable now.
Likewise, most serious long-range shooters probably have some level of Precision Aiming. If he had ballistic tables or a ballistic computer, he would be able to calculate bullet drop pretty accurately.
However, the carotid artery would be a very weird target to try and shoot. If you can hit that, you can hit the lower part of the brain, which is going to be a more reliable kill. Almost certainly a 'lucky' shot.
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>>96523434
I think they kind of assume a 'two-way range' where you're concerned about situational awareness and bullets coming back at you. It's a valid assumption for most RPG combat, but less so for sniping or hunting (and totally wrong for sports shooting). I wouldn't hate it if it went back to -1 per doubling of range, which I think was the 2nd edition rule.
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>>96523504
For sports shooting you should generally get the bonus for knowing the range, which helps
>>
One of my players is pathologically unlucky. So I'm thinking of allowing Impulse points. I just have a question: Is
>Only in combat to fix missed attacks
a fair "doubly aspected"?
>>
>>96523909
I'd say yeah. Combat is aspected, and only fixing missed attacks (and thus not affecting failed defenses or resistance rolls, QC rolls, or critically missed attacks) is narrow enough that I'd say it's doubly aspected.
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>>96523936
>>96523909
Speaking of impulse points, I'm confused. Does the aspected thing also reduce the price of improved recharge?
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>>96523936
>>96523909
>>96523997
Consistency Points [3]
You have trained hard to be able to consistently achieve results regardless of the vagaries of luck. Whenever you fail a roll, you may spend a Consistency point to replace the result with 12 (3+4+5).

Impulse Point, double aspected: only on failed rolls, and instead of guaranteeing a success, you replace it with 3+4+5.

My personal solution for unlucky players.
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>>96523909
Superstition
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>>96524668
Anon if you know anything about statistics is that it is entirely statistically possible for someone to roll worse than average for his entire life.
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>>96525250
True, but that has no predictive power for his rolls in the future.
However, a much more likely scenario is that he simply has one of those personality types which insists on complaining whenever things go 'badly' for him and focussing on runs of bad luck while ignoring good luck. It isn't at all rare.
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>>96525250
For literally every roll out of thousands to be below average is so statistically unlikely that it has probably never happened to anyone and never will even if humanity goes on to populate the entire galaxy. 2^10,000 is an absurdly large number. A number too large to write in full in a 4chan post.
>>
If you want to estimate the DR of a living creature's skin, how do you go about that?
I guess if you've got a thickness, you can use the Low-Tech Armor Design article in Pyramid, treating it as leather (or maybe hardened leather, bone, or horn for osteoderms, scales, etc.)...
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>>96525475
Generally speaking, 'normal' skin isn't going to provide any DR, regardless of how large the creature is (and thus how proportionally thick the epidermis is) unless you get to truly massive sizes. For things like toughened carapaces, scales, leathery hides, bony plates, etc, those are easy enough to base on their component material, like you mention with LT Instant Armor. But unless you're dealing with fantastical monsters with exotic physiologies, more than DR 3-4 would be extreme. Maybe something like DR 5-6 for a thick exoskeletal shell like a turtle/armadon.
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>>96525475
It's easier to go by the DR advantage's guidelines and the effective DR of Low-Tech's armors, then assign
what you want your creature to be like. You could even do "twice as hard as a kangaroo".
If you want giant animals or a more sensible thickness DR magnifier, Combat Writ Large on Pyramid 3/77 Combat (IIRC) has rules for SM and DR. I believe a SM+4 giant human has DR 2, for example.
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>>96523048
As a GURPS event:
Looks like it was a range of 425ft (Range -11), shot with a Mauser Rifle (Acc +5), mounted with a scope likely x3-x9 (up to +3), two seconds of Aim (+2), possibly braced (+1), likely further bonuses from Precision Aiming up to his scope (+3; from HT84), as an All-Out Attack (+1), and possibly with at least one point into targeted attack to the neck (-4). This is a net +0! It's likely that the realistic GM rolled a 1 on 1d to see if it hit arteries.

It's also possible that the player wanted to hit the face but missed by one. The GM ruled it was a hit to the neck simply because of the damage roll.
Man what an ugly sight. Poor guy and his family.
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>>96529162
Doesn't Precision Aiming just give you +1 after your two seconds of Aim if you have a +3 scope?
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>>96471114
no good rules for custom weapons / items that isn't hyper autistic, at least for players. I get that the GM can just stat stuff or you can just use already existing items as a base but 3E Vehicles had custom guns so something else like it would be nice.

Not like realistic weapons btw something more abstract for characters that want to make custom weapons.
>>
>>96471114
As specific as it is, custom shotshells. HT has plenty of options for modified bullets and tank rounds, but despite listing seven multiple projectile options, detailing shot sizes, and so on, there are some caveats.
Let's go over the basics:
>all multiple projectile options are written as modifications of solid projectiles
>so first we've got to make a slug, for 12G 2.75" (1d+1 pi x9) that's 5d pi++
If we just want to change the pellet size from 00 Buck, that works fine:
>6 Bird has a 2.79 mm diameter, NP gives us 291, the example tells us the typical load has 223 pellets (put a pin on that) so we'll go with that, which gives us an NS of 0.067
>we multiply slug damage by 0.067, that gives us 1.1725 or 1d+1(0.5) pi- x 223
Now, maybe we want to do 2.5" or 3" Magnum shells, since p.104 already has most of what you'd want in 2.75" (though some are 2.75"). We have stats for those shotshells in 00 Buck, which is a convenient control:
>2.5" is 1d+1 pi x8; 3" is 1d+2 pi x12 (the damage increase doesn't match +P, which would still be 1d+1)
>for 12G, 00 Buck and 8 pellets, running the numbers gives us 1d+1 pi, 2.5" checks out
>for 12 pellets however, we get 1d+1 pi, falling short, but consistent enough
However, the real kicker is the actual average damage we're getting. These numbers are for 00 Buck with 8, 9 and 12 pellets respectively: 4.95, 4.67, 4.04
The damage decreases the more pellets they are. That's because case length is assumed to be fixed, so if you're fitting more pellets in a given caliber, it's assuming you're putting smaller pellets. There's no real way to sus out the case length variable either. You can't adjust the case lengths on page 104, or properly change their gauge in some cases. And forget about statting anything more creative than buck-and-ball.
>>
he said "buck"
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>>96533317
He said ball too
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I wanted to try GURPS for a sword and sorcery dungeon crawling survival style game I'm preparing, focused on regular death and gradual exploration. GURPS looks great since I like its underlying mechanics, I think it lends itself well to resource management and deadly combat, and new characters look easy enough to make. My problem is, *I just don't get* how to use the system. Like how do I take GURPS and actually make a game out of it?

Is the idea that I curate a bunch of traits, skills and equipment that are to be used in the game, and sort of make a "GURPS powered system" that way? Are there any resources that would help me understand the idea here better?
>>
>>96533641
For your purposes you can just use the GURPS Dungeon Fantasy books, which do the customization for you. https://www.sjgames.com/gurps/books/dungeonfantasy/
Dungeon Fantasy 1: Basic premise, high-power characters
Dungeon Fantasy 2: Dungeon crawling
Dungeon Fantasy 3: Nonhuman characters
Dungeon Fantasy 8: Treasure
Dungeon Fantasy 15: Low-power characters
Dungeon Fantasy 16: Wilderness exploration
Dungeon Fantasy 21: Megadungeon crawling
Dungeon Fantasy 23: Guns, OSR-style strongholds/followers
Dungeon Fantasy Treasures 1: Coin treasure
Et cetera.
>>
>>96533662
And if you want to you can add Martial Arts and Low-Tech for even better combat mechanics than the default.
Once you become comfortable with the system, you can add weird alternate rules like The Last Gasp, By Default, and Conditional Injury if you think they're interesting.
>>
>>96533662
Ok, sounds perfect. I'll read these, thanks.
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>>96533641
>the idea that I curate a bunch of traits, skills and equipment that are to be used in the game, and sort of make a "GURPS powered system" that way?
You certainly could.

In your case I would say the GURPS basic set (Obviously) + GURPS martial arts + GURPS Low Tech if you want accurate and varied armors and weapons that would make sense and be interesting for the period. Believe it or not that's all much more simple to put together than it sounds, though for a complete newbie you might be a bit paralyzed by choice.

Or you could use GURPS Dungeon Fantasy, which intends to be a lot like D&D. I've never played it or read it so I can't speak to its quality.
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>>96533669
Conditional Injury was such a disappointment
Luv me damage tracks and death spirals but CI is just convoluted shit that does nothing better than using HP with the persistent damage rules from Martial Arts
>>
>>96533641
Outside of what others posted, if you are doing an original setting you should write up your own racial templates. For equipment its generally quite easy, read Low Tech and pick a TL, then define any exceptions (ie: tl4, but no guns).
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>>96534129
>you should write up your own racial templates
(using Template Toolkit 2)
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>>96534057
>the persistent damage rules from Martial Arts
Ctrl-F for "persistent damage" finds nothing. Do you mean "Lasting and Permanent Injuries"? Or something else?
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>>96534359
Partial Injuries from the Realistic Injury section is what I had in mind
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>>96534478
The HT rolls can be pretty rough, especially of your using some of the expanded rules from the articles.
>>
How do I convince 5e-fanboys to give GURPS a chance?
>>
>cost of transporting grain per mile, as a proportion of the value of the grain:
>animals: 1/30
>carts: 1/60
>river barges: 1/300
>sea ships: 1/1500
Very cool.
I wonder what the figure would be for carts running on rails in a fantasy world with no locomotives. ( https://en.wikipedia.org/wiki/Wagonway ) GURPS Vehicles p. 128 seems to imply that railway wheels have twice the efficiency of normal wheels, so I guess 1/120 is a reasonable number.
>>
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>>96540713
Whoops, forgot image.
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>>96540663
For martialfags:
>everyone has access to unlimited battlemaster maneuvers (techniques and hit locations)
>even a humble 50-point commoner is as capable as a 10th-level monk in 5E (FP are basically Ki points, and many monk features are possible with just Extra Effort)
>actual martials can perform feats straight from myth and legend (cinematic martial arts skills, imbuement skills, natural weapons, Godlike Effort, Super-ST, etc.)
>ST builds don't objectively fucking suck; Fantastic Dungeon Grappling is fucking awesome
For casterfags:
>wizards don't need to prepare spells, and are actually simpler to play than martials
>sorcerers automatically know all cantrips (Sorcerous Empowerment), all metamagic (Temporary Enhancements), and all spells (Hardcore Improvisation)
>clerics have Divine Intervention at will (Divine Favor)
>warlocks can sell their soul for even more fucking power (Demonic Contracts and Assisting Spirits)
For everyone:
>no classes means you can actually build unique characters
>you don't need a feat to wipe your own ass; everything has a default
>if you suck at something, you can just take Extra Time or use Extra Effort to not suck
If that doesn't convince them, then I'm sorry, but your players are unfortunately terminally brain-rotted.
>>
>>96462767
Am I missing any books or articles that contain vehicles and rules that would be relevant to TL7-8 games? Mostly in regards to ground vehicles, aircraft and small watercraft.
>Basic Set for generic statblocks and the main rules
>High-Tech for some specific examples
>Pyramid 3/120 for guidelines on statting all the vehicles that HT's meager selection doesn't include
>>
>>96541100
Action 6: Tricked Out Rides has a number of modern vehicle body types, plus a bunch of modifiers that are quasi-realistic.

An enterprising Anon statted up a ton of vehicles, covering all types and time periods. It should be in the archive, in the Unofficial > GURPSgen folder.
>>
>>96540713
Railways in Vehicles probably assumes metal wheels and metal tracks, which aren't likely for a TL <5 society. Wooden wheels on a stone track might be only slightly better than good roads. On the other hand, the figure for carts on roads probably doesn't assume especially good roads; only the main roads leading directly to major cities are likely to be paved, and grain will have to be taken down many miles of dirt track before it reaches them.
>>
>>96541100
GURPS Vehicles Lite, if you're too chicken to deal with GURPS Vehicles
>>
What are some fun items to pull out as Gizmos for an inventor in an After the End game?
>>
>>96541427
high explosives
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>>96541301
Aren't those 3rd edition books? As I understand they aren't exactly compatible with how 4th handles vehicles.
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>>96541669
Conversion is not difficult.
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>>96540663
Tell them that you're running GURPS. If you run it, they will play. If they're worth playing with, anyhow. If they complain, ask them what problem they have with it. If the answer is just "We know D&D and don't want to try something new", then I don't know how much convincing can be done.
>>96541427
Depending on the tone your GM is going for, various electrical doodads (transistors, relay boards, amplifier circuits, etc) to make repairs to salvaged items would be both useful and fun - by conveniently having the right material for the job, you can turn a Gizmo and some scrap into a real Gadget!
>>
Reading through Tactical Shooting. I see some rules, like Follow-Up Shots, work differently depending on whether a gun is vehicle-mounted. For instance, follow-up aimed shots on a target keep half your Acc bonus, or full Acc bonus if your gun is vehicle-mounted. I'm running with Vehicles as Characters, and I'm not sure what traits a character should have for their gun to count as "Vehicle Mounted".
>>
>>96542249
Vehicles-as-characters can have Extra Arm (Weapons Mount) and Compartmentalized Mind (Dedicated Controls) to represent installation points for guns that are then fired by whoever is manning them.

Innate Attack could also work; I think CM (Dedicated Controls) would be the key factor here.
>>
>>96542291
I suppose that makes sense. I guess I was also wondering about whether the ST of the vehicle should be a factor. Or whether a shooter who is sufficiently strong should get full Acc bonuses on Follow-Up Shots even without a weapons mount.
>>
>>96542319
Action 6 has some guidelines on what a vehicle can reasonably mount. Reverse-engineering the table, weapon ST is the vehicles overall ST/3, or ST/2 for weapons mounted in the bed of a truck. Smaller cars (SM+2 or smaller) can only have internal mounts that lock the gun in place rather than swivel mounts that allow for shooters to aim.

The interaction between firearm stats and ST is really weird in GURPS. I guess it would work, but you'd need to be very strong (or have a ton of mass) to be equivalent to the solid weapons platform that a mount provides; I'm tempted to say something extreme like x3 listed ST (which ever vehicle easily clears when looking at their overall ST/HP as an analog for mass).
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>>96542415
Alright, I can work with that. Thanks, anon.
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>>96542319
Powers p. 138 states that a weapon mount can hold a weapon that weighs no more than Basic Lift.
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>>96540663
Don't, they aren't welcome here.
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>>96540713
Logistics is neat honestly
>>
>>96544865
one of your bloggers is one of the biggest dnd fanboys ever
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>>96545219
The problem isn't with liking D&D's monsters or settings or style.
The problems is the systems, and having obsessive tunnel-vision with the system.
>>
>>96545219
Yeah and that's gay
>>
What is the advantage that is closest to "% resistance"?
I'm adapting a monster from a game and it has 50% physical resistance. Is it just DR?
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>>96547149
Injury Tolerance (Damage Reduction) from GURPS Powers or Supers. It's a whole separate thing from Damage Resistance; confusing, right?
50% physical resistance would probably be Damage Reduction 2 (Limited, physical damage only, -20%) [40]. This divides all injury from physical damage (after subtracting Damage Resistance) by a factor of 2, to a minimum of 1 point of injury.
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>>96547480
Thanks, that is exactly what I wanted!
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I've finally introduced my friends to GURPS! And... they hate it. They say it's totally unrealistic.
Combat penalties are too harsh, they say. One of the players had Guns skill 14 and was trying to shoot a charging robot dog (SM -4) at 10 yards (-4 range penalty) with a shotgun, but kept missing. I thought that was rather realistic, and recommended that he take an Aim maneuver first, or take a Wait until the dog is closer and make a Close-Contact Shot (+4 to hit, or +8 with All-Out Attack). But he said that 10 meters was basically Point Blank; he shouldn't have to Aim at all. And also complained that the combat options were too complicated to remember and totally unnecessary.
Another player wanted to grapple an enemy, use his body as a shield, sprint forward, then slam another gunman. I told him that it was possible, but that the penalties would be steep. I recommended he take an All-Out Attack and use Extra Effort, or try to do each of these actions on a separate turn. He ignored my recommendations, rolled with the penalties, and complained that his shit dice luck was screwing him over when it didn't work.
All of them were baffled by the one-second combat round, that Ready was its own Maneuver, that there were penalties for Move and Attack, and so on.
Generally, NPCs would go on All-Out Attack to avoid having to make defense rolls for them. But occasionally, they would dodge, which the players thought was bullshit, even after I explained how Defense rolls worked. Also, sometimes NPCs would get shot but not immediately fall down, either because they had armor, or they succeeded on the HT checks. This frustrated the players, because what they thought were nameless mooks were taking way too long to kill. I wasn't comfortable using the minion rules, because I felt they were too extreme, and wanted to explore the full combat rules for all combatants.
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>>96547657
Continuing...
I don't know what to do. The players are interested in trying one more session, but I have no idea how to meet their expectations.
Do I just throw all the normal combat rules out the window and use as many cinematic rules as I can? I don't want to do that, because I want to at least teach the players how the game is normally played.
Do I just give them 1000 character points to pump their skills as high as possible so they can eat all the penalties? I might be fine with that, but the players aren't very good at building characters, and will probably waste most of their points. I'm fine with helping them, but I'm not much better at building characters either.
Do I just give up?
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I'm using roll 20 for gaming, and I can't alter the character sheet calculation, so I need a formula for using KYOS.
From what I understand, up to ST 30, what KYOS does in terms of damage is just make thrust = swing -2 right?
It only becomes really different past ST 31?
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>>96547692
Yes
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>>96547749
Ok, thanks, that makes things simple, no PC is going past ST 30 anyway so for damage I don't need to worry to much.
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>>96547677
You cannot get people to enjoy GURPS by taking all the GURPS out of it. If these people are adamant that GURPS sucks because it does things like "have options in combat" and "not let 125-point characters be unstoppable combat gods" and "expect you to plan your actions out more than a turn ahead," then you can't change their mind by removing those things or hiding them behind a curtain.

If you really want to try for another session, then I suggest pairing them off into duels, 1 PC vs 1 less competent NPC. GURPS's slower combat is less annoying when its just you and the other guy in a fight together. Also, giving the NPCs names, reputations, and a bit of flair helps cement in players' minds that they are facing other characters and not disposable mooks.
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Looking for UT tactical shields. The one in UT is good, a plastic transparent riot shield.

I am looking if there's is other options that might be tougher. Looking to make a tactical breacher kinda guy and I want a cool shield. Thank you!
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>>96548482
Use Ultra-Tech Armor Design (Pyramid #3/96) or Cutting-Edge Armor Design (#3/85) and opt for Solid construction with a suitable material, using the square footage of the desired shield. Working backwards from LT's shields and Low-Tech Armor Designs values, average shield sizes are
>Small - 1 square foot, 1'x1' or a circle roughly 13.5" across
>Medium - 2.5 square feet, 15"x24" or a circle roughly 21" across
>Large - 3.6 square feet, 17"x30" or a circle roughly 26" across
Those seem good enough to pass a sniff test, so I'm going with them.

Since the armor design articles already include miscellaneous things like straps and padding, then I think it's fair to assume that using it to design a shield means the final weight and cost you arrive at also include appropriate straps and padding. Adding things like gun ports might require Cole's pseudo-third-party splat Shields Up! though.

Some example shields, light enough to be used by a moderately strong human, are calculated below.
>Large Titanium Nanocomposite Shield (TL9)
DB3, DR 32, HP 20, 13.4 pounds, $3350 ; enough to withstand TL9 storm rifles, or smaller arms with armor-piercing rounds.
>Large Titanium Nanocomposite Shield (TL10)
Same stats as above, but improved production drops cost to $800
>Large Advanced Nanolaminate (TL10)
DB3, DR 64, HP 16, 9 pounds, $1800 ; now tough enough to withstand storm rifles loaded with armor piercing rounds, as well as most handheld TL10 lasers; doubled DR vs shaped charge warheads (net 128 DR) still isn't enough to actually stop any shaped charge warheads, but it might be enough that the armor you're also wearing protects you.
>Large Diamanoid Laminate (TL11)
DB3, DR 150, HP 20, 16 pounds, $3150; strong enough to withstand so-called "dinosaur lasers" and HEMP rounds for smallarms (25mm+ HEMP and Shaped Charge rounds still punch through like nothing, a long-standing issue with them in UT).
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>>96547657
>robot dog (SM -4)
Did you make it clear that it was a tiny robot dog? When someone says 'robot dog' to me, I think of something around SM -1 or 0.
Regardless, at skill 14, -8 to hit, and +4 from Rapid Fire (two standard 9-pellet 00 buck shells), they should have had a 50% chance to hit, so if they missed multiple times they were simply rolling badly. You can roll badly in any dice-based system.
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>>96547797
>not let 125-point characters be unstoppable combat gods
I actually gave the players around 450 points each to build characters. I asked players what sort of character they wanted to play, and offered to help guide them through the character creation process. Two of them took up the offer, but I'm afraid I didn't give good advice. The other two put it off until the last minute, so I was forced to quickly make characters for them.
>1 PC vs 1 less competent NPC. GURPS's slower combat is less annoying when its just you and the other guy in a fight together.
>Also, giving the NPCs names, reputations, and a bit of flair helps cement in players' minds that they are facing other characters and not disposable mooks.
I think I did do all of this for the most part. Enemies were universally less geared and less competent than the PCs. PCs often engaged enemies one-on-one. And I made sure to give their foes a bit of characterization (the PCs got to hear conversations between their foes before getting the jump on them) and a reason for fighting them (the PCs were rescuing hostages from terrorists).
>>96549219
Looking back through my notes, I actually messed up. The dog was supposed to be SM -2. The PC was also using slugs, so no Rapid Fire bonus. After his buckshot failed to kill an armored opponent, he started loading slugs instead. Though, the robot dog had no DR, so that was unnecessary. I made him aware of the fact, but there wasn't enough time to change ammo again.
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>>96547657
Your players are shit, but here's what you can do to up your game, anon.
>mooks
You want NPCs to be less narrative fodder and give them realistic resistances. Your players complain that you're needlessly prolonging the fight and ruining their power wanking. There's dissonance between your players' view and your intention. If you still want them to be mooks, simply call out automatically that some NPCs fall over in pain, give up, or crawl away like a bitch after getting shot. This is realistic. Don't roll for morale or fear if they're mooks, just follow your gut.
Your other option is hyping the enemies up. Instead of just mooks, they are criminal mercenaries that will go on to do evil shit if the players don't stop them. Or they talk shit to the players, that always works.
>Dog
As anon pointed out, it seems like you didn't communicate to the player the size of his target. A house cat is SM-3 (B456). Police dogs are SM 0. Puppies are SM-4.
Also, this is Basic Set's fault, but it would help if you tell your player that rolling Attack means not using the sights at all, like shooting from the hip. He should be using his iron sights with All-Out if there's no immediate threat.
>Do I just give up?
If you've asked this before, you should.
If you continue to play games you'll know that shit groups are a waste of time when instead you could have good players and run for them. You won't follow my advice, but you'll know later.
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>>96547797
>You cannot get people to enjoy GURPS by taking all the GURPS out of it
Just give everyone Gunslinger, that's a GURPS rule
It sounds like they want a game with everyone having Gunslinger so just give it to them
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>>96547657
>But he said that 10 meters was basically Point Blank
Ask your player how many shots land even within 5 yards. I suppose he's a Guns-14 character and has a long gun, but 30 feet in a combat situation isn't exactly a totally free shot. Doubly so if he's not aiming.
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>>96548482
>>96549071
The TL10 Large Riot Shield from Martial Arts 2100 has DB 3 and DR/HP 35/60 for what, Cover DR 50?
Cost $300 and Wt. 12
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>>96547657
>I've finally introduced my friends to GURPS! And... they hate it.
Kill them
>say it's totally unrealistic.
They're retarded.
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Is there a book with an AR10 in it, like the kind the portugese used in Africa?
should I just take the FAL and reduce the weight?
also why is the g3 heavier than the fal in high tech when irl it is lighter?
are there rules for converting ammo weight and magazine capacity to that of what it could hypothetically be if it were caseless or cased telescopic?
or should I just take the ammo weight and reduce it by the percentage it would be reduced if caseless/ct?
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>>96547657
>at 10 yards
Hey question here, are the two highlighted players in this picture 10 yards from each other?
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>>96552634
Compare Yusuf shooting (10 meters) to the Guns-14 character.
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>>96552634
Yes, gridiron football fields mark every 10 yards. It's not as close as a lot of people think, especially in a life or death gunfight. Just look at any cop shooting and you'll see shots all over the body at a distance of like a car length or two, which is what? 2-4 yards or something along those lines?
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>>96552606
>Is there a book with an AR10 in it, like the kind the portugese used in Africa?
Sadly not, as far as I can tell.
>should I just take the FAL and reduce the weight?
Yeah, all the stats should be basically the same. Arguably RoF should be raised to 12, since the sources I can find say it is 700 RPM.
>also why is the g3 heavier than the fal in high tech when irl it is lighter?
Probably a matter of you using different sources to the writer. Although it would seem like something as basic as the weight of an object should be consistent across different publications, this often isn't true. Also, most rifles come in a huge variety of variants and weight can differ a bit between them.
>are there rules for converting ammo weight and magazine capacity to that of what it could hypothetically be if it were caseless or cased telescopic?
Not in 4th edition, although 3rd ed's Vehicles had rules for plastic cased (two-thirds weight per shot) and caseless (half weight per shot) ammunition.
>or should I just take the ammo weight and reduce it by the percentage it would be reduced if caseless/ct?
Yeah, that's fine. You could also increase the number of shots by reversing the calculation for weight reduction (i.e. 50% more shots for plastic, 100% more for caseless).
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>>96552965
Plastic cased is 0.7x weight in 4e HT, not much of a difference
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>Firearms damage is tracked against Stun Points
>Melee and spell damage is tracked against Hit Points
Would this be an easy way of allowing scenarios where guns and swords are or more-or-less even footing, without requiring the GM to make a bunch of anemic-feeling homebrew firearms, forcing everyone to play as Weapon Masters with 16 points in Parry Missile Weapon, or giving everyone Striking ST 20?
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>>96557117
It would feel a bit weird unless you had some technomagical explanation for where the stun points come from. And not everyone should get those stun points.
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>>96557117
Mechanically it's feasible, but like, why would bullets only stun you while getting punched or stabbed actually hurts? Is this a martial arts game where those who have Awakened their Qi actually become "immune" (resistant) to bullets? Is it a fantasy setting where anti-projectile magic is commonplace? Is it a cyberpunk/magitech setting where you can buy Bracelets of Resist Bullets?

I think a more reasonable option, as far as immersion is concerned, is to have armor with higher DR specifically versus bullets, or allow optional rules like Flesh Wounds, but only versus firearm attacks, as narratively they're just 'less likely' to kill someone than magic or a sword through the gut.
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>>96557117
Is it really that hard just to use survivable guns?
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>>96557117
Just cut out the middle man and give everyone IT:DR(5) vs guns for free. You're still making guns anemic, just behind a curtain to save some time/effort, so might as well not bother adding a second HP track either.

>>96557718
>>96557781
I assumed Anon was going for a JRPG-style game world, where guns are just another type of armament and don't really require specific countermeasures. Maybe I'm wrong though.

>>96558037
>Knight closes distance and swings for 1d+4 cut
>Mook with an SMG hits you 3 times from across the room for 2d+2 (2) pi each
>These are somehow equivalent
Dude I like Survivable Guns too but lets not pretend it's a silver bullet that automatically puts melee and firearms on equal footing. That wasn't the point of the article in the first place.
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Foolproof adventure design method? First time gming.
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>>96559209
Understanding your player's preferences, tastes and what kind of game they're looking for.
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>>96559209
Honestly, just run a pre-written adventure. WFRP and CoC ones are usually OK and easily adapted. I recommend 'fleshing them out' with a lot more detail than they usually provide though (see below for some suggestions on how to do this).

If you feel the need to write your own:
Constrain the action to a single, small location. At most a tiny village, castle, etc.
Have a small number of major NPCs, each with their own well-defined agenda. Be prepared for other NPCs to become important by having personalities and at least some vague agenda ready for them; to save time you may want to make some generic NPC personalities and just add them to whichever minor NPCs the PCs focus on.
Have at least three different ways to overcome every obstacle available, then expect your players to come up with a fourth you hadn't planned for.
Plot out what will happen if the PCs do nothing, which must involve something dramatic which drags them into the action around half-way through even if they don't engage with anything.
'Lampshade' things well in advance. Ideally, they should learn something about [the dramatic event which will happen if they do nothing] in the very first scene, even if it isn't totally clear what will happen or why.
Understand that players will choose to use or avoid violence unpredictably. Be ready for that.
Players love loot. Stock the area with plenty of stuff. Writing rules for items down on cards is a great way to keep track of them and pass them to players.
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>>96559499
>>96559609
Thank you bros.
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>>96559209
Use the K.I.S.N. method: Keep It Simple Nigger. Have the stakes of the adventure mean something. Create NPC's the players actually care about. Give them tests they might fail at. Make the world seem interesting.
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>>96559209
Go to One Shot Adventures and pick one from there. They are pretty good and there are a lot of genres so you can run something other than dnd fantasy.
https://1shotadventures.com/1shot-adventures-gurps/
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>>96559209
Pyramid 3/104 "It's a Quest"
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>>96562798
that article is both overcomplex and 100% useless
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>>96562822
That's a "you" issue.



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