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File: 1759489311423445.png (3.02 MB, 1800x2329)
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Previous thread: >>96735244

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: Is Reach important or is it all about how you use it?
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>>96796195
Forgot to change TQ. Read it as:
>Thread Question: What's your favorite ST formula?
>>
>>96795764
>people now need like 16+ ST to even be competitive
Not so much. Assuming a realistic game instead of DFRPG:
A ST 13 [~15 points?] man with an axe deals 1d+2 damage, average 5. Enough to get past most unlayered armor (ie light and medium scale, chain and segmented plates).
A ST 16 [~30 points?] man with a pollaxe (I'm ignoring Halberds, they're a problem apart) deals 1d+7 damage. Now you can reliably get past even unlayered heavy plates.
>>96795899
Point cost is not really an issue, they're NPCs after all.
Basic Lift also rarely matters and when it does, it's easy to calculate: 2*10^(ST/10) lbs.
For allie, it's a one time thing and it doesn't change things too much: A Tiger with ST 17 (thr 1d+2, BL 58), if you decide to rebalance it based on point cost, would be reduced to ST 13-14 but thr damage would stay about the same, 1d+1 or 1d+2, and BL would be slightly reduced to 40 or 50.
The real problem lies in the enemy NPCs but in both cases you'd have to adjust the damage for them.
>>
>>96796210
>Thead Question
Not sure yet honestly. I've got mixed opinions on vanilla because it feels like it makes Thr damage weapons (like bows, spears and especially unarmed) too weak for my tastes, especially in fantastical or cinematic games; KYOS feels too restrictive in capping ST, while nerfing Sw to Thr+2 feels like it's resulting in too little damage.
>>
>>96795954
>Also, since damage is supposed to correlate with the square root of kinetic energy, for BL to scale exponentially but for the energy of a strike to scale only quadratically, just feels incongruous. They should both be scaling at the same rate.
Basic Lift = force = mass * acceleration
Damage = sqrt(energy) = sqrt(mass * speed^2) = sqrt(mass) * speed = sqrt(mass) * acceleration^2
Therefore, Basic Lift and damage should not scale at the same rate.
>>
CRR said that GURPS Basic Set 4th Edition Revised was announced
>>
>>96796308
>no screenshot
>>
>>96796212
>A ST 13 [~15 points?] man with an axe deals 1d+2 damage, average 5. Enough to get past most unlayered armor (ie light and medium scale, chain and segmented plates).
Assuming Sw=Thr+2, he has 1d+4 with an axe held in one hand (Sw+2 cut). He only has 1d+2 damage if he has a weapon that deals flat Sw damage (like a hatchet or shortsword). To which, 1d+4 is kind of what I mean where you end up at the point where the average DR 3 of most low tech armors is basically pointless, since the average damage is resulting in you taking cutting modifier based damage. Either way, his damage is very swingy since it's only a single die, he has an equal chance to roll minimum damage (3-5) or max damage (8-10). Against heavier armor like plate (what most players are gonna be shooting for) there really isn't much he can do besides hope for good rolls. At least it's dirt cheap to get to that ST.

>A ST 16 [~30 points?] man
Probably the best case to be made, but Sw cr weapons now really suck under this system. Similar damage cut weapons are just so much better since they'll have identical effect on heavily armored targets and still make lightly armored people asplode.

I suppose heavy armor is a bit less of an issue than I thought, but I still hold it feels like that it's galvanizing "good vs bad" weapons a lot more. Especially since LT armor is so heavy for the DR it provides.
>>
Math aside, light armor not mattering will always happen. When one type of armor has two times as much DR as the other one, there's no fix that will ever make a person in light armor be able to compete with the same person wearing heavy armor.

Your options are
>don't do anything
even the heaviest armor doesn't matter against swing weapons once you get to ST 17 (I judge the point where damage > armor is when you get 3 dice of damage, and even the weakest pure swing no bonus weapon gets through the heaviest plate). Light armor is a joke.
>KYOS
Doesn't change anything about swing, but makes thrust able to get trough armor too.
>Swing = thrust -2
Now Armor only stops mattering at ST 27. Light armor still matters until ST 15 (DR 3 makes a big deal until you have 2d of damage)

If you say that light armor doesn't matter in the swing= thrust-2, then light armor never mattered in gurps anyway.
>but PCs will be pressured to increase ST more
Every melee PC wants ST as high as possible regardless of what damage you're using. If you want people with low ST to be able to get through heavy armor, then you want heavy armor to not matter.
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>>96797109
>If you say that light armor doesn't matter in the swing= thrust-2, then light armor never mattered in gurps anyway.
Correct.
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>>96797109
LTC2 has rules for making heavier armor.
My ogres wear DR 15 platemail.
Never looked into magical materials but surely you guys could just make up something that is double as hard but has the same weight as steel or something.
>>
>>96797220
I personally feel like the bigger issue is that it feels like GURPS compressed all the LT armor around people with average ST and probably wielding weapons that only dealt Sw damage. Which gave them little room to actually work with.
>>
>>96796308
A) I would've gotten an annoying ping were that true.
B) There's not enough money in GURPS to do that.
>>
>>96797220
>Never looked into magical materials but surely you guys could just make up something that is double as hard but has the same weight as steel or something.
Orichalcum is three times as strong as steel. See Low-Tech Armor Design (in Pyramid vol. 3 iss. 52), Fantasy p. 23, and Dungeon Fantasy 1 p. 27.
In Dungeon Fantasy, Orichalcum armor normally has ×1/3 weight, ×1 DR, and ×30 cost. But you can change it to ×1 weight, ×3 DR, and ×90 cost without breaking anything, as Fantasy points out.
>>
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.
>>
>>96797343
Is using ACKS 2 for realm management in a GURPS campaign unforgivable heresy, or merely a venial sin?
>>
If I want to dual wield an innate attack, do I have to buy it twice?
Like I the character to be able to unleash hand beams from both hands at the same time.
>>
>>96797427
If you specify that an innate attack is a beam or projectile originating from the hands then you can natively "dual wield" it, whatever you mean, since it can originate from either hand. You should be able to do a Dual Weapon Attack without further requirements.
>>
>>96797463
Ah, i forgot, you will need to buy up the Rate of Fire to at least 2 to use it twice per turn, etc.
>>
>>96796247
>KYOS feels too restrictive in capping ST
I get why you feel it but I believe in practice it just reflects the reality of the game.
The cap on ST is mostly relevant on realistic campaigns with lower point totals and in these games high ST is rare anyway. In fact, even more cinematic ones like DF shy away from ST 20, at least at the get go.

>>96796432
>Assuming Sw=Thr+2, he has 1d+4 with an axe
Correct, I was reading the thr damage table and forgot to add the +2. However, it reinforces my point that you don't need high ST do be competitive.
>average DR 3 of most low tech armors is basically pointless
It's not useless, exactly, it's the armor level for a common soldier relying more on shields and defensive attacks to avoid injury, counting on the armor only to reduce potentitally lethal attacks to just incapacitating ones, and maybe a defensive spear stab by an average man here and there. Not so useful for a 150 points adventurer.
It doesn't help that these armors tends to have a significant cost and be very heavy, or very expensive and significantly heavy.
>damage is very swingy since it's only a single die
picrel
>Against heavier armor like plate
In a realistic game with low point cost characters, people wearing DR 3 armor should probably run from anyone worth protecting with plates unless they got numerical advantage.
>cr weapons now really suck under this system. Similar damage cut weapons are just so much better
Crush tends to suck regardless of system. Under basic rules, the giant swinging an oak as a club is missing a ton of damage not making it cutting.
That said, in a gritty game where every point matter, crushing tends to have 1 more add than cutting and they can benefit from knockbacks (works regardless of penetration).
>>
>>96797109
>>KYOS
>Doesn't change anything about swing, but makes thrust able to get trough armor too.
The highest unmodified swing damage for a human under KYOS is 2d+2 so it doesn't reach your threshold of 3 dices.
Characters with higher ST are cinematic and in such cinematic games the realistic armor values are the incosistent element calling for a rebalance like Better Fantasy Armor.

>>96797109
>>96797176
>light armor never mattered in gurps anyway
It matters in very gritty games with low ST characters trading defensive attacks.
Optional rules like edge protection and bleeding helps a bit here.

>>96797220
>>96797334
Using the low tech armor design rules, a DR 27 chestplate costs eye watering $453.600, a more reasonable DR 14 (4d as armor) costs $235.200.
Just pointing.
>>
>>96797463
>>96797474
Ok, good to know, thanks.
>>
>>96796298
That just makes it even worse, because you just pointed out how the damage scaling in KYOS is even less than it should be.
If BL increases by a factor of x10 per +6 ST, then Dmg should increase by a factor of x10 per +3 ST, under your math.
>>
>>96797940
Supposing mass remains constant, as is the case for supers with a lifting capacity out of proportion to their body weight. Although, realistically, mass should scale with the cube of ST, at least in the basic rules. Dunno how it's supposed to work in KYOS.
>>
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>>96796195
v4
work in progress
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>>96799420
looks good. I will say that the background feels appropriate for like WW2 or similar stuff but your use of medieval weaponry in the examples make it not really fit.
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>>96796298
The Damage ∝ e^(1/2) relationship only really holds for low-inertia penetrators like bullets and arrows, and even then isn't perfect. There's no reason it should apply to muscle-powered weapons and certainly not melee.
What ST-based damage SHOULD be indexed to is HP, as in a creature should do ST-based damage proportionate to the HP expected for their ST (regardless of what their HP actually is). A giant creature delivering a blow to an equally giant creature should deal damage like a human delivering a proportionally equivalent blow to a human—as works in fiction and also approximately reality—so the giant's Damage:HP should be proportionate to a human's Damage:HP. The hard part is finding a way to scale this way that isn't dogshit to use and find all of the places you have to change rules to make it work.
E.g. you could decide that a human with 10 ST does 1d basic damage, and a giant with 20 ST does 2d damage, but you'd have to massively reprice Striking ST because +10 ST for +1d damage doesn't feel good. Weapons would have to be multipliers to damage, etc. etc.
>>
Another fine day for GURPSchads
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>>96799420
>>96802183
The background should be two girls kissing I think
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>>96803965
More like BURPSchuds
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>>96804148
please don't bully me
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>>96804175
>Burps loudly
>rolls against Intimidation-10
>>
>>96804175
>>96804195
>fucks up the roll
>>
How to increase the damage of ordinary guns as a power?
I'm talking simple extra dices and adds on the base damage, not follow-ups or imbuements, just like Striking ST for melee weapons.
I've tried looking up the official forums but the replies are kind of stupid:
>Imbuements is exactly what you want
No it isn't. I don't want armor divisors or follow-up burning damage, I want base damage
>Innate Attack with Follow-Up Universal!
No, that's a follow-up.
>Gunslinger
It doesn't add damage. I want damage.
>Doesn't guns do enough damage?
No such thing as enough dakka. It's a generic system, you shouldn't assume only human enemies on equal footing. Monsters with injury tolerance and aliens with higher TL armor are possibilities. And even if not, why shouldn't I be able to transform a random glock into a railgun for my use only if it makes sense in the campaign?
>How would you even increase the kinetic energy of a gun? It's mechanical!
Magic.
>>
>>96804311
Follow: Universal (+50%); Cosmic: Adds to the base damage (+100%).
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>>96804329
>+100 %
I feel like, going by the guidelines on Power-Ups 4 p. 7, that's only worth +50 %.
>>
>>96804340
True, I just went by memory, didn't look up power-ups 4.
>>
For a superhero game, just going through the motions for a martial artist in GURPS feels like it'd end up expensive and underpowered (getting power blow and the other skills high enough to be usable in combat costs a fortune).
I feel like I should, instead use Natural Attack from pyramid to get strong unarmed attacks.
Here's my idea
>regular crushing natural attack with swing damage
>alternative ability: various natural attacks with either armor divisor, more damage, ranged, etc, that cost fatigue to represent special moves.
What do you guys think?
>>
>spend an entire hour trying to figure out how to make a DR that can affect allies at range because ranged (+40%) can't be used for DR
>only later remember that I can just put it as a beneficial affliction
I feel stupid
>>
>>96804385
>For a superhero game, just going through the motions for a martial artist in GURPS feels like it'd end up expensive and underpowered
If you use Thr=Sw-2 damage it should be fine. A ST 20 character with Karate at DX+1 is gonna be throwing around like 4d damage with their punches
>>
>>96804329
>Pì++ 1d [16]
>Pi+ 1d [12/5=2.4]
>Pi 1d [10/5=2]
>Pi- 1d [6/5=1.2]
>Total: 21.6 or 22 points
>Assuming 1d = ~3.5, around 6.2 or 7 points per +1 damage
Doesn't seem unfair.
Should there be some concern about gun with high RoF or multiple projectiles?
What about beam weapons?
It's one of those annoying things about GURPS. Despite being "generic" it doesn't even have a simple "+1 damage" trait.
>>
>>96804385
Superhero games are one of those campaigns where the starting point total shouldn't be set in stone.
If your character concept is a super martial artist fighting with fists alone, the GM should just let you buy high levels of Fist! and enough Striking ST (or plain ST) to put you on the same level as the blaster buying Innate Attack.
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>>96804877
I understand that the average supehero game in GURPS just has everyone remain static and just make a character sheet to fit the concept, but the kind of Superhero game I'm in, the characters will grow over time (as in, get character points to spend), thus point costs still need to be somewhat balanced between the party.
>>
>>96804844
Yeah, I agree. It was really annoying having to jump through hoops to get a simple buff spell.
Like just "+1 to attack rolls and damage rolls" requires some ridiculous rules wrangling involving follow-up universal and wildcard skills turned into advantages or aspected (combat only) DX
>>
>>96804311
I remember having a similar issue trying to figure out how to make modified ammunition using Meta Tech, because it seemed like you had to model the whole gun rather than just a bullet to add some effect.

Going by PU4, which specifically brings this up, you have to buy the damage you'd be giving your gun, but stuff like increasing RoF is differential.
>Kaytee's campaign uses the detailed guns from HT. She has a SCAR-L rifle that does 4d+2 pi. However, Kaytee can boost the damage and damage type to 5d(0.5) pi+ by using HP+P ammo. Large Piercing Attack 5d costs 30 points. (The Armor Divisor(0.5) does not affect these rules.) She wants to boost its RoF from 9 to 30, so she can empty an entire magazine in one second. RoF 9 is with in the "8-15" band for Rapid Fire, but it’s not the upper end of that band. Thus, the SCAR-L is treated as having Rapid Fire at th e +70% level. She wants to buy it up to Rapid Fire 30 (+150%), a difference of +80%. This costs 30 x 0.80, or 24 points.
This is because it's meant to be used on one specific weapon, and I suppose the issue generalizing is that different damage types cost different amounts of points, so while +1d pi would be a 5 point power, on a pi+ weapon it'd be 6 points.
In fact, PU4 specifically points out that if you start having access to stuff like hollow-point ammo that changes the damage type, you should recalculate the point cost of the power.
>>96804844
Each +1 damage is +0.3 dice, partial dice are on B62.
>>
Quick Question: do the Healing and Regeneration advantages do anything to help recover from Bleeding and Mortal Wounds?
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>>96806109
Healing just instantly stops bleeding as soon as you use it.
I forgot how mortal wounds work so I can't answer that part.
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>>96806109
I can't actually find any rule in the published material which clarifies this.
The closest I can find is that there is a spell called Stop Bleeding which stops bleeding and restores 1 HP for 1 FP. It has the same prerequisites as Minor Healing, which can also restore 1 HP for 1 FP. If recovering any HP for any reason also stopped bleeding, then there would be no real reason for the Stop Bleeding spell to exist. Stop Bleeding is also the spell used to stabilise mortal wounds (for 10 FP), which again implies that merely recovering HP is not enough to stabilise a mortal wound.
Therefore, there is no reason to think that recovering HP also stops bleeding and stabilises mortal wounds.
As far as I can tell, there are only a few highly specific ways to deal with bleeding and mortal wounds via advantages:
Hard to Kill works on mortal wounds, as any failure on the roll kills you. Therefore you could use Affliction (Hard to Kill) to increase someone's odds of survival.
Bleeding seems to be equivalent to a 'rare' hazard for purposes of Resistant, given that Injury Tolerance (No Blood) is [5], same as Immunity to (rare hazard). Therefore you can stop bleeding entirely by afflicting IT(NB) or ItB, or grant a bonus by afflicting Resistant to Bleeding.
Access to such abilities could be done via a power stunt of a healing power.
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>>96803976
What kinda "girls", post background and you shall receive
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>>96807687
>post background and you shall receive
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>>96799420
>>96807958
replace All-Out Attack with one of those



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