Previous thread: >>97111514GURPS 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. 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: How often do you use an official GURPS setting? Which are your favorites?
>>97215703I've never run or been invited to a game with a 1st party GURPS setting, although Banestorm looks fine for a vaguely historical-inspired fantasy.
>>97215703>Thread question: How often do you use an official GURPS setting? Which are your favorites?I've tried Banestorm and Transhuman Space. Banestorm was fine as a setting, but they hated the default magic system. THS was just overwhelming in terms of how much shit they had to learn.Hoping to try The Madness Dossier in the future.
>>97215791>they hatedBy which I mean, my players
>>97215703I ran The Moon of Thorns, an adventure from 1shotadventures thst takes place in Tredroy, which is in the Banestorm setting. Tredroy waa very cool, I liked it a lot. Good adventure, too. I also ran a short game about Infinity Patrol agents who got portaled to Yrth (Banestorm again) and needed to get back to Homeline. Unfortunately, that game died pretty quickly. >>97215791>Hoping to try The Madness Dossier in the future.I love the setting but have no idea what I'd actually run in it.
Have run THS before, will run it again. Too bad I can't find decent Felicia art because catgirls are mandatory
>>97215703I've played exactly one game of Banestorm. Its a fun setting, though I didn't love what our GM did with it. I would play it again.
Just finished my second GURPS campaign! It was very fun.It was a total party kill, with the players being devoured by crocodiles while exploring a lost jungle temple inhabited by lizardfolk.
>>97220693Water hazard or killed by crocs on land?
>>97220849Flooded temple so crocs on water
>>97220693 >>97220905Congrats! Cool encounter and game.What do you have planned next?
>>97220905My experience is that water is the biggest danger to adventuring parties, because nobody either takes Swimming or forgets that it's modified by encumbrance
"We never found a better name..."What is a better name for GURPS?
>>97221577SPURG
>>97221147Switching to modern stuff, 1980s gurps action game.Still working on the details.
I was playing Hogwarts Legacy and it got me wondering how a soft magic like that of Harry Potter would work in GURPS. RPM?
>>97222128Isn't rpm kinda slow for how hp uses magic?
>>97222128Harry Potter is just standard Magic where magery has a gadget limitation for wands.
>>97222145True. I mentioned it because it was the first 'manaless' system that came to mind.>>97222175The spellcasting speed is about right, as well as the piecemeal nature of spells, but wizards doesn't seem limited by FP/EP and learning individual spells seems very easy, children learned Wingardium Leviosa in a single class.
>>97222175>>97222185Also Wizards can cast spells without wand, it's just easier to do so.Under standard magic system, I guess wands could be several levels of gadget Magery. Having it increases skill levels with all spells by a large margin, so even dabblers can cast spells but to do so without it a wizard needs to study the spell a lot.I guess it could explain why not even very talented mages like Dumbledore and Voldemort bothers with wandless magic.
>>97222185>>97222192Frankly, your biggest problem is that Harry Potter is absolute garbage.
About to start a GURPS ACTION campaignare there any articles from the pyramids that are a must read for this sort of game?
>>97222451Reminds me of trying to adapt other magic systems like the Nasuverse’s. The main problem is that the system isn’t coherent in itself and you aren’t given the info properly.
>>97222185>wizards doesn't seem limited by FP/EPIn that case, give wizards a couple levels of Mana Enhancer so they get any FP spent on spells back every turn, letting them effectively cast most spells at will. Alternatively, give them Energy Reserve (Magic) [3/lvl] with Regeneration (Extreme; ER Only, +0%) [150]. Although, Energy Reserve (Magic; Fast Recharge, 10/sec., +500%) [18/lvl] without Regeneration might be cheaper if anyone plans to take 9 or fewer levels of ER.>learning individual spells seems very easyIf wizards can ignore spell/magery prerequisites, then that could be represented by a wildcard Charm perk that waives the prerequisites for whatever spells you feel should be easier to learn: Charm! [5].Of course, you might just forgo Magery entirely and build everything as a Power.
>>97222935While not a must-read, I personally found "I've Got a Great Idea" and "Fortunately, I Saw This Coming" to be useful articles from Pyramid #3/53. Alongside Power-Ups 5: Impulse Buys, I use these rules to represent abstract planning, so dumb players can pull shit out of their asses when they're stuck in a bind because they didn't take a second to think ahead and assumed that everything would work just like in a movie or video game.
>>97224313>Pyramid #3/53.I'll take a look, thanks
I need some help and I can't post too much because my GM might be lurking here (High tech/Horror):Last session, one of our party members bungled something up and we ended up teleporting to random places in the worldI ended up dumped 60 miles off the coast in the middle of the ocean with naught but the clothes on my skin. What can I expect to do other than starting to make a new sheet?
>>97222128In what way is HP magic 'soft'? It doesn't seem flexible at all; each spell does a very specific thing.The only magic system which seems like a good fit is advantage-based a la Chinese Elemental Powers or Psionic Powers, since there isn't any real 'cost' in either prep or recovery.>>97221682I like it, but what would the SP stand for?>>97222935I don't think any are absolutely 'must read' but:Alternate Guns Specialities and Techniques (3/65) neatens up the guns skill.Opus Longa, Pugna Brevis (3/120) is good for cinematic pacing.The Thrill of the Chase (3/112) expands the chase rules.GURPS Fathoms Five (3/26) is essential if you want any scenes with a lot of water.Various vehicle articles, of which Highway Stars (4/2) is probably the best.For a globe-trotting game, one of the language articles. Colorless Green Ideas Sleep Furiously (3/44) is OK, but I'm sure there was an even better one for cinematic games which I can't remember the name of.
>>97224656>I don't think any are absolutely 'must read' but:>Alternate Guns Specialities and Techniques (3/65) neatens up the guns skill.>Opus Longa, Pugna Brevis (3/120) is good for cinematic pacing.>The Thrill of the Chase (3/112) expands the chase rules.>GURPS Fathoms Five (3/26) is essential if you want any scenes with a lot of water.>Various vehicle articles, of which Highway Stars (4/2) is probably the best.>For a globe-trotting game, one of the language articles. Colorless Green Ideas Sleep Furiously (3/44)Thanks, these seem very useful.
>>97224656>I'm sure there was an even better one for cinematic games which I can't remember the name of.Speaking in Tongues (3/54)
>>97224656>what would the SP stand for?Special People's Universal Roleplaying Game
Speaking of ACTIONWhat are some guidelines for creating fun gunfights? Specifically the ones where you bust out the tactical combat rules instead of mowing down tons of mooks with the simpler abstract rules
>>97225384>gunfights, where PCs can die at the drop of a hat>fun
>>97225397Why do people who don't play gurps post in the gurps general?
Are there any rules for pistol braces?
>>97225644No thanks, I'll adventure and spend months recovering from my injuries the way GURPS is meant to be played.
>>97225384There are two ways to make almost any fight more fun; terrain and complications.Terrain simply means that positioning and movement matter. Cover, concealment, multiple ways to move through an area. Stairs, vehicles, doors, corners, pillars, etc. all offer different challenges and opportunities.Complications means adding stuff to the fight which makes it about more than just putting bullets into the opposition as quickly as possible. Have someone or something that nobody wants to shoot (civilians, explosive barrels, pressure hulls) be present, add tasks which need to be done right away, provide methods of threatening people which don't involve shooting them (or require shooting them in very specific ways), environmental hazards (gas, fire, water), or darkness (where every shot risks blinding you and betraying your position).
>>97225947Examples:A fuel depot full of oil drums. The drums generally don't explode when shot, and provide substantial cover. But once they have been shot, they start to leak, making the ground slippery and causing every spark to risk igniting the spilled fuel.An old mine. Metal carts and tunnel walls offer cover, but heavy fire or explosives can cause cave-ins, everything is dark, and some areas have dangerous build-ups of methane.A fight from moving vehicles. Other vehicles can provide cover, or be unacceptable risks. All kinds of obstacles and hazards can suddenly appear.A shootout in the lower decks of a ship. Once bullets start flying, punctures in the hull are inevitable and the entire area will be flooded with water (probably not realistic, but it's Action!)
>>97225882I think there's some in tactical shooting?
>>97225947>>97226002ThanksHere's a quick map I made for a possible gunfight locationI tried having lots of cover and concealment
>>97224608If he didn't just tell you to make a new one last time, expect GM deus ex machina, probably in the form of a boat or maybe Cthulhu
>>97224608https://www.artofmanliness.com/skills/outdoor-survival/how-to-turn-your-pants-into-a-flotation-device/Depending on how good a swimmer you are (and where you are), that might be survivable. People have swum longer distances than that in the sea.How do you know where you are? Did you have time to get a GPS reading before the water wrecked your phone? Waterproof smart-watch?Your immediate problem is that unless you can navigate be the stars / sun or have some kind of water-resistant GPS-enabled device, you don't even know which direction to swim in.
Planning on doing a one-shot/short campaign that takes place in the eastern front, 1944 being more specific. I am wondering if i can do it using the theater of the mind, considering it is going to be a war setting (although it's probably going to be a desperate retreat behind enemy lines than actual fighting).
>>97227226I'm refraining from using tactical maps because this is my first try at getting my toes wet on this system, and rpgs in general as a gm.
>>97227226>>97227232Theater of the mind is more difficult to handle, because you have to make sure your descriptions are good enough that everybody has the same understanding. You don't have to do hex counting, but you should at least have rough sketch maps of "you're here, they're here, the treeline is over here".
>>97215703>Thread question: How often do you use an official GURPS setting? Which are your favorites?Never once and I'm not sure I even like any of them.
>>97224608The ocean cryptid rapes the small dog when it barks...
>>97225384>What are some guidelines for creating fun gunfights?I don't know about guidelines but light time pressure, reasons for the PC's to think twice about just fleeing, and a sense that anything could be lurking around the next corner are good ideas.
>>97226052This reminds me of the old game boy advance Pokemon games.>>97227226>I am wondering if i can do it using the theater of the mindWhy? Any map is better than no map, even a quick MS paint drawing full of rectangles and squiggles
>>97224656It’s soft in the other definition of the word, in that it has no underlying logic that the reader could try to understand and mostly just does what the story needs it to do.
I'm gonna do a bunch of Soviet/Russian prototypes and rare production firearms using the new gun book, if anyone wants I'll dump it here once I'm done.
>>97229132please do. I would definitely make use of them, I'm about to start a modern campaign with lots of ex-soviet mercs.
>>97229132Dump away
Any pyramid experts here? I'm trying to find which pyramid article it is that has the HIND-D and which one has all the extra High Tech TL8/9 combat kit that got developed recently. Also curious if someone put together a doc that has a brief run down of what's in each because I keep having to hunt through all this shit to find what I'm looking for.
>>97229385Gunplay (3/57)
>>97229385>Also curious if someone put together a doc that has a brief run down of what's in each because I keep having to hunt through all this shit to find what I'm looking for.There's a file called "In these issues" or something similar in the trove for that.
>>97229429>>97229435Thank you
>>97229132Great idea, I was going to do something like that myself, but I've been busy working on a cyberpunk game.
Anyone know if there's a staline for the soviet Stechkin automatic pistol aka Stechkin APS?I can't find it in high tech.
>>97229604I mean, its just a full auto tokarev.
>>97229610Well, that one is not on high tech either lolunless I missed it.
>>97229604Take the makarov damage and add RoF 12. The gun's unloaded weight is easily available. Like the PM it can't use any high power loads.
>>97229623It's on p. 99 'TOZ TT-33'
>>97229662>>97229706Thanks!
>>97229604Tactical Shooting p.55 as 'Molot APS'
>>97229794Huh, the description is oddly wrong. The gun was popularly used in full configuration (stock and suppressor) in the soviet afghan war as a backup weapon by pretty much anyone who could get their hand on it but especially Spetsnaz, and that carried until the war in the Donbass where it became sort of a status symbol.
Is "I/we should have used GURPS for this" a recurring reflection? Because I probably am at this point.
>>97232190No, because the answer is always "yes".I have played a lot of different games before playing GURPS and all of them would have been better if I had been playing gurps.>only warbetter as gurps>D&Dbetter as dungeon fantasy>warharmmer fantasy 2ebetter as gurps>Vampire the masqueradebetter as gurps>shadowrunbetter as gurps Action>Cyberpunk better as gurps action>Star Wars FF and Star Wars d6better as gurps fantasy>The One Ringbetter as gurps fantasy
>>97232190Yes. Its a thought that frequently comes up whenever we try to run something in any other system. Usually, the answer to "why don't we run this in gurps instead" is that it would be a lot of work on the GM's end to do it right.
>>97232610Why tho? Have you tried omitting subsystems?
>>97232682Theres a difference between "can run this in gurps" and "can run this in gurps better than an existing system." For something like Traveller, which 100% can be run in GURPS, but requires the GM to read and use Spaceships, stat a bunch of gear in GCS, ect, its easier to just cope with an existing system. When my group does GURPS conversion projects they usually take months of GCS work, because we want to do them comprehensively, rather than just renaming a bunch of relevant tech doodads.This isn't to say our way is the only way, its totally fine to just rename UT equipment to run cyberpunk or make a legally distinct but inspired by (x) setting in an afternoon, but its just how we generally seem to prefer doing it.
>>97232847>something like Traveller, which 100% can be run in GURPS, but requires the GM to read and use Spaceships, stat a bunch of gear in GCS, ectJust use GTrav bro.
>>97232257>>shadowrun>better as gurps ActionNo, Shadowrun is the one game it doesn't really work for
>>97229132How specifically do you use the new him book? I skimmed it over a shit break at work the other day and it seemed like mostly nothing.
>>97232847This seems over exaggerated. It's really not that hard to throw shit together in my experience.
>>97233826If you want to emulate something specific instead of just GURPS-ifying it, it can be a bit difficult
>>97221505>nobody takes SwimmingUnfortunately, 99.99% to 100% of every game is on solid land, so the moment water pops up, might as well be lava since no one is geared for it. Naturally, if it was advertised beforehand that there was gonna be water sections, that's the player's fault for sure
>>97234263I make a list of recommended skills. Swimming is on that list. I have had water come up in multiple campaigns. Usually in the form of islands, but one time even had them approach an oil rig via underwater sled. Despite this less than a quarter of my players have ever taken swimming.
>>97233784>No, Shadowrun is the one game it doesn't really work forNonsense. Substantiate your claim.gurps magic as powers or RPM or hell even basic magic > shadowrun magicgurps cybernetics as powers > shadowrun cybernetics, with the only caveat is that you don't have a good guideline for converting point cost to cash prices, but you can infer a good guideline from metatech.gurps combat >>>>>>>>>>>> shadowrun combatgurps gear and wealth system > shadowrun gear and wealth system>>97232847>can run this in gurps better than an existing systemThe answer to this is almost always yes, however. The rest of your post is just saying that it takes more work for the GM, not that the system is better.
>>97234263>>97234416Keep in mind what skills like that represent. Most people can't swim well enough irl to be at non-default.
>>97234423>Nonsense. Substantiate your claim.NTA but I've always felt the same. Most of the time when people talk about specific systems having "flavor" they're full of shit, but in the case of Shadowrun I just can't divorce the setting from the system like that. Something about it fits it's use case in a way GURPS, or anything else, does not.
>High Tech gives a Glock 17 doing 2d+2>just as a bit to familiarize myself with Gun Stats try to recreate it>Damage comes out the same as if I used +P ammoWhat exactly is 9mm's threshold to count as overpressure ammo?
>>9723548038500psi
>>97235620I may be doing something wrong because just using federal 124 grain target ammo, the most basic bitch ball ammo I can think of, I keep getting 3d-1.
>>97235480With a 124 grain bullet, it seems to be 1232 fps.
>>97235682>7N21 from a GSh-18 is 2d+2 despite delivering over a hundred more foot pounds of energy than the federal ammoI'm not smart enough for this
>>97235805just take the damage from the nearest gun in HT and treat the funny Russian loads as APHC +P ammo. No need to overcomplicate things. The gun stats book is only even necessary for guns you don't have very near approximates for already
>>97235805>I'm not smart enough for thisI was doing it wrong
>>97235951I made a spreadsheet for it.https://docs.google.com/spreadsheets/d/1X6b2FHlwpk6g3NwTx-mIrVZFxbkfDQXKWsntp7J5z9I/edit?usp=sharing
>>97224656>System Playing Roles of Universal GenericsDumbass.
>>97224656>I like it, but what would the SP stand for?Semi-Plausible Universal Roleplaying Game
What kind of stats and traits would the wet bandits need to survive Kevin McCallister's death traps?
>>97237043Danger Sense would help.
>>97237043Harry (Joe Pesci):BB (1d-4 pi-) gun to the groin, almost certainly 1 HP unless he has DR (unlikely from his reaction).Slip and fall from icy steps onto concrete. Looks like he is about 3 steps up and each step should be about 8” so 2’, but he falls onto his back from standing, so I think some extra distance should be added for that, maybe half his height (5’3”) for a total of about 1.5 yards. Velocity should be about 6 yards per second, so if we treat Harry as a ST 9 manlet, he will suffer 1d crushing damage. If we instead treat him as having way more HP than his size would suggest, it could be up to 2d. Although a fall like that can realistically break bones and even be lethal, in GURPS he would still be fine at this point. Then falls again, this time landing on his head or neck on the first step before tumbling down the rest. This is a similar amount of damage to the first fall, but with a nastier wounding multiplier. Could be as much as 16 HP even with normal human stats, but more likely 4-8. At this point a ‘realistic’ human would likely be below 0 HP, but he is barely slowed down. In real life, there’s a good chance he would have broken his neck or cracked his skull and die soon.Burns hand on heated door-knob. The metal is heated to a dull red glow, probably 700-800°F. This is at least 1d-3 burning (equivalent to a hot plate in Action 5: Dictionary of Danger).Several seconds of being hit with some kind of flame jet to the scalp. Since skull DR works fine against burning damage in GURPS, he will only take about 1d-3 damage per second, although anything that gets through will get the skull’s wounding modifier. This doesn’t seem all that realistic, although the end result is similar to what I would expect; a horrifically large, bone-deep wound (average 4 HP loss per second) which should induce shock pretty quickly. This would be his first death check. Of course, he makes it and just keeps on going.
>>97237457Slip and fall from standing to the ground. Treating it as a fall from half his height, that’s about 4 yps, doing 1d-1 (potentially up to 2d with lots of HP).Paint can to the face. As far as I can tell, a pendulum with a six foot arm dropping a weight in standard gravity will be moving about 8 yps at the bottom of its swing. The paint cans seem to be 1 gallon capacity and part full, so maybe 4 lbs. (6 HP). That’s just barely enough to reach 1d-1. Then he falls, but breaks his fall on Marv, so probably only takes another 1d-2. Still, a typical human would be on his second death check around this point.Another dramatic trip and fall, 1d-1 again.Gets hit in the chest by Marv with a crowbar. As Marv was only trying to kill a tarantula, this probably wasn’t a full strength blow, but may well have done a bit more damage.Pendulum swing from around 10’, maybe 9 yps, another 1d-1. Fall from a couple of yards, another 1d-1. Might be on his third death check at this point.The ‘shovel killer’ hits him on the back of the skull with a snow-shovel. I’d treat this as an ultra-light (Martial Arts, p. 234) version of the shovel (Horror, p. 51), for swing+3(0.5) crushing. The ‘shovel killer’ is old, but seems in good health and is fairly tall, so maybe ST 10, for a total of 1d+3. With effective DR 4 from the skull and the wounding modifier, that’s about 10 HP on an average hit. Probably into the fourth death check, but he survives. Marv (Daniel Stern)BB gun to the face (1 HP) or skull (0 HP).Fall and slide down icy steps. Action 5 says to treat this as a fall with a distance equal to that to the next landing (presumably measured vertically). Marv is much bigger than Harry (6’4”) so probably has 11-12 HP at least. Looks like the steps are about half a storey (5’) so this will be about 6 yards per second. That’s 1d for a normal human-scale character, maybe 2d if he has ridiculous HP.
>>97237468Crowbar falls on his head. Assuming a 2 lbs. pry-bar (5 HP), it seems to fall from maybe 5-6’, so 5-6 yps, doing a measly 1d-3 or 1d-2. With skull DR, this is weirdly survivable in GURPS, doing at most 8 HP and more likely 0.Iron drops on his head. This should have similar HP to the crowbar, but seems to fall further, maybe 10’. Still only 1d-2, but this time to the face, inflicting 0-4 HP. Seems to also do 1 point burning follow-up. Again, this would be potentially fatal in real life, but is easily survivable even by a ‘realistic’ normal human in GURPS.Steps on a nail after losing his footwear. Treating this as a caltrop, thrust-2 impaling based on his ST (so maybe 1d-3), maximum 2 injury. Probably another 1 HP lost.Falls from maybe 6-8 stairs up (4-5’) taking another 1d or so crushing, seems to be to the torso.Steps on broken glass with bare feet. This is basically just a cutting caltrop with another -1 damage. Seems fairly superficial, so maybe another 1 HP. Around this point, a ‘realistic’ human would be below 0 HP.Slip and fall from standing to the ground. Treating it as a fall from half his height, that’s about 5 yps, doing 1d (potentially up to 2d with lots of HP).Paint can to the face for 1d-1. The impact knocks him over, so he has another fall for 1d or so, then Marv falls on top of him for another 1d-2. At this point a normal person would start making death checks.Pendulum swing from around 10’, maybe 9 yps, another 1d.Fall from a couple of yards, another 1d-1.The ‘shovel killer’ hits him on the back of the skull with a snow-shovel for 0-20 HP. This could mean a couple more death checks, but if so, he makes them.
>>97237472So long as they have decent HT, the level of injury they sustain is survivable by 'normal' humans with no special traits. Remaining conscious and active throughout the experience is going to be much more difficult, suggesting that both the burglars have high levels of Hard to Subdue. Harry may need a total HT + HTS of 18 or better to keep going after the paint can. Marv could probably manage with 1 level less.
If we're doing Christmas movies, is there a good way to handle characters who can spawn more of their kind really quickly, like the Mogwai/Gremlins?How about characters which permanently shift to another template, potentially one with a different point total?
How about John McClane? IIRC he only gets shot once (in Die Hard, at least), with his own handgun (a Beretta 92, presumably loaded with standard power 9mm FMJ or JHP, more likely the former given the era). It's a Hollywood 'only got hit in the shoulder, no problem' flesh-wound, so probably using cinematic combat rules to just get rid of damage, but what if you had to get similar levels of toughness without cinematic rules? He takes dozens of blunt impacts, but only a couple of them seem like absolutely brutal ones (Karl kicking him through a thick piece of wood, swinging into the side of the building). Explosions are cinematic fireballs, but mostly seem far enough away that I wouldn't expect fatal injuries from the blasts. Even shooting the movie gave Bruce Willis permanent hearing damage, so I expect that the 'real' McClane would need some seriously tough eardrums to hear anything at all by the end of the film.
>>97237472>a caltrop, thrust-2 impaling based on his STThat seems like a weird way for caltrops to work. It's not like super strong guys press down into the Earth with more force than a guy of similar mass walking similar gaits
>>97237684While the villains in Home Alone only stay on their feet for a few minutes after they take serious damage, McClane keeps going for what seems like an hour or more. No level of Hard to Subdue will let you stay active for that long in negative HP, because eventually you will roll 17+ and pass out. So McClane has at least one of:>enough HP to absorb getting shot, beaten, thrown around by explosions, and several long falls>some form of DR, probably with limitations like tough skin, crushing only, and ablative>the Roll With Blow cinematic technique>some method of recovering HP quickly>some way of ignoring damage, such as cinematic combat rulesGoing by the options available to 'normal' people through the special exercises perk, he could take something like DR 1 (Tough Skin; Limited, Crushing), DR 1 (Tough Skin; Torso Only), and DR 1 (Ablative). Raise HP to around 15-16 and he can tank a lot of punches and falls, and not slow down much with one bullet hole in him, but is still fairly vulnerable to weapons. That seems about right for what we see in the first few films at least.Decent HT, Fit, and Hard to Subdue are still likely, as he often ends up in an absolutely battered state by the end of the films and has to keep pushing himself through the finale. Still, if we assume a large starting HP pool, he shouldn't be in multiple negative HP, so no need to have effective HT much above 16.
>>97237956Yeah, it's one of those cases where GURPS suffers from not having a separate 'mass' characteristic, so it uses ST or HP as a poor substitute. Damage based on HP would be more appropriate, since that is at least more directly tied to mass in other rules (e.g. collisions), but 'look up thrust as if your HP were ST' is a rather awkward rule. The damage cap seems to make it bad at scaling with extra large creatures anyway, so it might as well have just been 1d-4 or something regardless of who treads on it.
>>97238049My group rules it that once combat is over you stop rolling to stay awake, even if another combat happens a scene later.Otherwise the optimal play for 0HP chars would be to fall unconscious as fast as possible, since then they can enter the next combat without needing to roll.
Is Counterspell useful? It needs the caster to know the spell being countered but there are so many spells in the game it feels like it wouldn't counter so many spells.
>>97239185Yeah when I was looking into playing a magic heavy game many years ago now that was also my conclusion.
>>97239185If magic schools are a thing in your game, and you expect to be fighting against students of the same school, then it might be helpful to take the Magic School Familiarity perk, which lets you counterspell and ward against any spell in your school even if you don't necessarily know the spell.
>>97239570Then you have those extra caster templates in Dungeon Fantasy with very limited spell list yet they have Counterspell in them.
What stats can i keep from 3E? I'm taking some weapons and vehicles from 3E and i searched in some forums and apparently armor values in 3e vehicles should be ditched, i didn't find much on weapons.
>>97238261>Otherwise the optimal play for 0HP chars would be to fall unconscious as fast as possible, since then they can enter the next combat without needing to roll.That only works if you're able to reach somewhere you can safely pass out for several hours, or have Recovery.
>>97240208>armor values in 3e vehicles should be ditchedThis is wrong. Third Edition PD has no equivalent in Fourth Edition and must be deleted, but Third Edition DR is exactly the same as Fourth Edition DR.For more info on vehicle conversion, see pic related.
>>97240208DR should still be valid, as the damage and penetration values haven't changed at all. PD is gone in 4th edition; just ignore it except for shields, where it turns into DB.Damage type has changed, with many new types being added. Bullets change from cr to pi. Just use common sense and the guidelines in High-Tech.ST and HP are completely different, you will need to recalculate them.HT for vehicles should be fine as is. Characters and animals work a bit differently.For weapons, 4e Acc is about half that of 3e, at least for guns. Most other stuff is similar, but see Gun Stats for anything that doesn't line up.See Describing Vehicles in Pyramid 3/120 for a bunch of information about converting real-world information into 4e rules.
>>97240294>>97240287I read a post that ww2 vehicles DR were way too high in 3e.
>>97240306If so, that's an issue of either poor research or the simple vehicle design system being inaccurate, because the convention that DR 70 = 1" RHA had been well established when the WW2 books were published.
>>97240325
>>97240306The only issue I can think of is that 3rd edition was fairly generous with sloped armour. In reality, the effects are rather variable depending on the form and angle of the attack, but the vehicles rules just made it universally good against everything.
>>97240378Vehicle rules in 4e are pretty ass anyway
>>97240790Sorry we can't expand on that we need to republish Basic Set to own the chuds
>>97241343Isn't there some anon that paid the guy to write a pseudo-vehicle 4e for him o 'algo?
>>97241755You'll have to wait until next year for that.
>>97241840There is hope.
>>97241840I don't care about Vehicles, but godspeed to that anon. Hopefully people will shut up then.
How to represent realistic nerve strikes?The existing Pressure Points skill gets some of the effects; you can mess up a limb or stun someone for a few seconds and it usually takes a significant blow (i.e. 1+ HP of injury). 5d seconds is probably too generous. I'm pretty sure that you can't blind someone (optic nerve goes straight to the brain). Solar plexus might make you start suffocating, but is easily resisted with tensed muscles and doesn't last long.I don't think many nerve clusters can be reliably hit with normal levels of skill. Anatomy is messy and nerves are small, buried behind muscle, and prone to slipping around inside people, so there is always a chance of failure. On the other hand, sometimes people hit them accidentally. The most vulnerable one is probably the 'funny bone' behind the elbow, but its effects are minimal.
I want to write up a bunch of guns using Gun Stats, but (a) I don't want to re-do ones which have already been written up and (b) I don't really know enough about guns to name many obscure ones.Does anyone have a list of all the guns already published in 4th ed. supplements?Or any suggestions for cool guns?
>>97242149>Already stattedHigh Tech: Weapons Tables, Pulp Guns 1 & 2, and Adventure Guns for the bulk of them. The rest are scattered. Tactical Shooting, Loadouts: Monster Hunters, and SEALS in Vietnam have some pretty interesting stuff too.>Cool obscure gunsMaadi Griffin, a single shot .50 BMG pistolPfeifer-Zeliska, a 5(?) shot .600 Nitro Express RevolverAR57, 5.7x28mm AR15. Uses P90 mags..510 Beck, a round designed for suppressed AR10/SR25s. They had shit like subsonic 900gr tungsten projectile, and RDX SAP.A Fuchs Double Bolt Action. A side by side bolt action double rifle. Usually in .375 H&H Mag, or .416 Rem MagSjogren, an inertial locking semi auto shotgun, one of the earliest semi autos.The original, 28ga Raging JudgeS&W 460, the other X-Frame Smith makes that no one talks about.That's just what I got off the top of my head.
Here are the Tiger II stats i made using Pyramid article 3 - 120.
>>97240332Chat is this real
>>97242405>.510 Beck, a round designed for suppressed AR10/SR25s. They had shit like subsonic 900gr tungsten projectile, and RDX SAP.While we're at it, we don't have .458 SOCOM either, do we?
How'd you "convert" HESH to small arms caliber? I find the concept of a rifle to pistol caliber HESH round TK tickle my brain the right way in the context of a plausible, semi-realistic cyberpunk setting, so I was thinking it'd work just the same but deliver crushing instead of cutting damage as even current body armor has anti-spalling lining. After all, a plastic explosive pancake going off against your chest (or head) would definitely hurt. Also related: is it just me, or are all the same explosive rounds for small arms in UT significantly weak? Like 1-2 damage for a 10mm rifle seems pitiful
>>97243749I don't bother with follow up damage for calibers smaller than 20mm, usually giving them a higher wounding multiplier. For HESH I let them deal blunt trauma for every 5 points of damage stopped instead of every 10.>>97243451We have .50 Beowulf, in Loadouts: Monster Hunters, and again in Monster Hunters 1. That's close enough for government work.
>>97243820.50 Beo isn't designed for suppressor use THOUGH
>>97243749>I find the concept of a rifle to pistol caliber HESH round TK tickle my brain the right way in the context of a plausible, semi-realistic cyberpunk settingThey use handgun HESH rounds at the beginning of Appleseed too, so I wondered the same a while back
>>97243749>explosive rounds for small arms in UT significantly weak? Like 1-2 damage for a 10mm rifle seems pitifulExplosives in smallarms are generally pretty pointless, since you can't fit shit inside the bullet.
>>97243839Ye but it do be UT at TL9. Better explosives, including reactive materials, are not far fetched. And also, it's cool because Alien did it. >>97243820I see, that's not bad. I guess also a higher mult for flesh damage. It is explosive after all. Do you simply up the pi scale one tier?>below 20mmNot even .50? Or 12ga (18.5mm)?
>>97243880.50 not really, 12ga sometimes. Though for 12ga there's already official stats for HE, HEAT, and HEDP
>>97243880I totally blanked the other question. No, I let them deal 3x damage. Like hitting vitals.
>>97243911>>97243912Ah thanks. 1 HP/5 damage blunt trauma and 3x wounding seems like a sweet deal for HESH, without the cumbersome HT rules for it. Well, have a nice 26th if you do celebrate it.
Is it even possible to do shadowrun's initiative system in gurps? For those who don't know, the normal turn order is the same (fastest to slowest), but before the round ends, you subtract a value from the initiative scores and anyone with initiative left, goes again, and repeat until everyone hits 0 or the negatives. I actually really like it as a way to represent really fast characters without having them take multiple actions in the same turn, allowing slow characters to be able to always react at least once.
>>97243749>Also related: is it just me, or are all the same explosive rounds for small arms in UT significantly weak? Like 1-2 damage for a 10mm rifle seems pitifulYou aren't going to pack much explosive into a 10-15mm package. A 10mm sphere is barely more than half a ml, and most explosives have specific gravity less than twice that of water, so you're looking at about a gram, or 0.002 lbs. at best. A 15 ml sphere is over three times the volume (and the fuse probably wouldn't increase much in size) so I would expect significantly more explosive in that. You could get about twice the volume of a sphere into an elongated hemispheroid with the same diameter a length-diameter ratio of 2 (typical of pistol rounds) or 3-4 in a rifle-bullet shape.Assuming an REF of 4, the 10mm HE warhead in Ultra-Tech seems to be about 50% explosive by volume, but more like 20% by weight. According to High-Tech, standard explosive shells are 15% or more explosive by weight.APHEX shells are less than 5% explosive by weight, which should result in less than half the damage of a 20% explosive shell. The ones in Ultra-Tech seem a little under-powered compared to the HE ones, but only slightly.
>>97243921Which is honestly probably too good, but it works as a game-able abstraction. APHEX also comes out very well with this arrangement. Should increase the price to match its effectiveness.>>97243994You can do literally that. The problem is what break point do you use. 6 (-5), 11 (-10)? And then consider the cost for that. +1 BS is 20 points, and many competent character are already BS 6 with just DX 12, HT 12. Its not a bad idea, just needs the kinks worked out. I have made it work pretty well in d20. Using fixed initiative there, which was 5 + Dex mod + Wis mod. -5 per turn. Most things got two turns a round, and it wasn't unmanageable. That said 6 second turns, and GURPS being 1 second it strains belief that a slightly athletic guy is doing everything twice as fast. Reloading in half the time, move twice as far, etc.
>>97243994If I understand you correctly, fast characters get more chances to act, but it's more granular than just acting two or three times as often. I looked up how the system works, but the SRD wasn't actually very clear. It seems like there is a huge gap between Initiative 10 and Initiative 11 where the latter effectively acts twice as often, but initiative is rolled each round so that a character could have initiative 10 or less sometimes and 11 or better others, meaning you've effectively got a variable number of actions with odds determined by your initiative stat.That would be sort-of do-able in GURPS, but it effectively turns Basic Speed into a god-stat, so you need to balance it with an extra cost. Say you have a system where you roll Speed+1d for initiative and subtract 5 every turn. That means every 5 levels of speed is effectively 1 of Altered Time Rate [100/level], so the cost of basic speed should go up by 20% of the cost of ATR, or [20]. Increase the cost of DX and HT by [5] per level, and that of each 0.25 speed by [5] too. This isn't perfect, because now round numbers of speed are even better, and and speed below 4 has zero chance of getting an extra turn, so the price rise shouldn't affect really low scores. I think that you could probably fuck around with it a bit and get it to work though, especially if you aren't fully committed to emulating the original system and just want a more granular way of allowing fast characters to act a bit more often.
>>97244163>1 second GURPS roundsI already think GURPS is too fast anyway, which is why I've been using a shadowrun-like recoil system for firearms, and I've adapted hackmaster's count up initiative system as well as melee attack speed. Not a fan of people in GURPS being whirlwinds of death attacking every second or every other second.>>97244164Yes, initiative is rerolled every new round. Twenty points per one speed seems fair, considering I greatly prefer rolled initiative. At the same time, I'd probably restrict it to cyber-/bio-ware augments instead of direct point purchase. Biggest hurdles are integrating that with melee. Recoil is fine: you being twice as fast as a normal person won't make you able to ignore recoil or double the rof as they're limited by the gun's mechanical components. However melee weapons are muscle-driven. I've already converted count-up to another system, but faced the same hurdle as said system has a mechanic that allows free turns when you're defending, and never got around to addressing that properly.
>>97243994>>97244164So probably more like -10 per extra turn. That's 200 points each, or like 80 for the first one assuming base BS 6. Could probably keep it the same price if you separated movement from it. Then it becomes something that only speedsters can do naturally.
>>97244240>RoFThe only limiting factor for most semi autos is in fact how fast the shooter is. Cyclic rate for a converted pistol is something like RoF 20. You can easily double or even triple RoF. Also Aiming. Shooters with ATR have most of the benefit of Gunslinger, without the reduction for full auto, or long arms.
>>97242078>hopefully people will shut up thenThe last players of this dwindling game wanting content that isn't pointless must be so tiring for you.
>>97244708Look, I'm happy for them, but the players asking for GURPS Vehicles 4e are a minority of a minority who have convinced themselves are the only GURPS players remaining in the world.
>>97244865It was promised to us 4000 years ago.
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.
When a tank gets hit by an APCR projectile, do i subtract the damage from the DR and if there's damage remaining subtract from the vehicle HP, or do i inflict on the people manning the vehicle? And if the projectile has a follow up explosion do i make it affect the operators and the vehicle at the same time?
>>97245670Whether or not the crew takes damage depends on if the damage penetrates. The stats for that are on B408
>>97245687After reading it, the vehicle always takes the damage if it is higher than its DR, while the crew can possibly go unscathed?
>>97245731Just think of it as simulating War Thunder
>>97245731NTA, but you know, if you want it to be granular you'd have to determine the hit location. Can't kill the driver if the shot penetrates the turret, and if it doesn't fragment or isn't a direct hit, it may not brain the commander or gunner either
>>97245787Subsystem damage in GURPS is totally ass compared to something like CP2020 with Maximum Metal
>>97245670Basic Set p. 555:(1) Subtract vehicle DR from original damage to get penetrating damage.(2) Multiply penetrating damage by injury modifier to get injury on vehicle HP.(3) If penetrating damage is at least 5, and the damaged hit location of the vehicle contains an occupant, then additionally roll on the Occupant Hit Table to determine whether an occupant is hit. If an occupant is hit, he takes 1d cutting damage per full five points of penetrating damage that the vehicle took.This is double-counting damage, which I don't like--5 points of original damage turns into 5 points of damage to the vehicle plus 3.5 points of damage to an occupant. But it's RAW.
>>97244276Ah forgot about semis. It still won't be much of an issue, since recoil is there. >>97244163I'm also interested. Would HE ammo be OP with the 3x wound compared to follow-up damage?>>97244249Great idea. Maybe it's just me, but despite how modular GURPS is, it never ever occurs to me to modify the attributes.
>>97243994Having higher combat skill already gives you more attacks (-6 to hit per extra attack) thanks to Rapid Strike. It should be fair to just extrapolate this rule to all combat maneuvers. For maneuvers that don't require a roll (Aim, Evaluate, Ready, etc.), the GM should ask for a roll using DX, IQ, or an appropriate skill at +6, minus the penalty for multiple maneuvers.If you want actual Shadowrun initiative that gives everyone actual extra turns in combat, then that gets a bit more complicated. In Shadowrun, everyone rolls 1d6 + Reaction + Intuition for Initiative, with a roll of 10+ giving an extra Initiative Pass at your Initiative -10. And rolling 20+ gives a third turn at Initiative -20, rolling 30+ gives a fourth turn at Initiative -30, and so on. The average human has Reaction and Intuition of 3, for an average Initiative roll of 9 or 10.In GURPS, turn order is determined by Basic Speed, which is 5 for the average human. To get Shadowrun Initiative, you might have everyone roll 1d+1 + Basic Speed at the start of combat to determine Initiative/Turn-Order. This gives the same average Initiative as above. Then give everyone an extra turn at Initiative-10 to anyone who rolls 10+, as above.
>>97246141Although, there already exists an advantage that gives extra turns (Altered Time Rate for 100/lvl). To be fair, you would have to add +10/lvl to the cost of Basic Speed, and +2.5/lvl to the cost of DX and HT. It's probably best to not tie extra turns to Basic Speed, but just have players take a skill penalty if they want to do multiple actions, or let them buy Altered Time Rate with a limitation (maybe worth -20%) that the extra turn occurs after everyone else has already taken their turn. Combine this with the Defensive enhancement (worth +20%), and you get a sum total modifier of +0%.
>>97245806Follow up damage already has 3x wounding. For an internal explosion. Also probably not since HE still has 0.5 AD.I've run a number of games with these rules among others. APHEX tends to become the de facto standard ammunition, 2 AD, and 3x wounding is hard to pass up in 80% of cases. What tends to happen is torso, and head hits are largely unchanged (I use the 1 in 6 chance to turn torso hits into vitals even without targeting them, and most people aim for vitals anyway), while limb hits become far more dangerous. HP loss is still capped, but hitting the crippling, and severing thresholds is much more common. Random location rolls being how they are its much more likely to end a fight by blowing the target's limbs off then by knocking them out or killing them. So limb armor becomes more common.Of course this is assuming that everyone has access to small caliber explosive rounds, and high quality body armor. If one side does and the other doesn't, its a lot like if one side has regular guns, and armor and the other doesn't.
I don't want to wait for 2026, I want Revised GURPS now! I need to know what we're naming "s-word mentality".
>>97246668and c***s in armor
Two quick:1) how to account for certain factions being better at certain subjects? E.g. the science guys are usually good at engineering or hacking, so they should be able to e.g. purchase the exact same hacking skill at a cheaper point cost. Is it a good system?2) Is there any system that splits between:Actual HP - represents actual damage, heals as long as it needs toLong HP - stun points, but takes days or week sto regenerateShort HP - stun points, but takes minutes or hours to regenerate
>>97246668I'm the most excited for gender neutral pronouns throughout. A lot of my friends were put off by the book using gendered language like "his" and "she," and they're all SUPER excited for this very forward-thinking and progressive change.
>>97246668My girlfriend is trans and it's going to be refreshing to know i will no longer have to explain to her whenever there's something offensive on GURPS it is due to the age of the book, and the backwards mentality of people at the time.
>>972468151) Is there any reason you can't do this with templates? If you want a faction to be good at something, then just require all members of the faction to take a particular template for that faction.2) I'm not sure what you mean, but there are several ways to represent a damage buffer separate from your normal HP:>DR (Abalative, -80%) with Regeneration (Limited, DR Only, -40%)>Stun Points from Power-Ups 9: Alternate Attributes>Vitality Reserve from Pyramid #3/75
>>97246163I mean, of course ATR is simpler and you just need to make it work after, but the idea was to mimick SR initiative which has a degree of randomness. >>97246212I see, thanks for the explanation. I'm half thinking of mixing that with survivable guns to reduce somewhat the one-shot potential. I don't mind a bit of cinematic leeway
>>97246959Well meme'd but do remember that's the one thing they couldn't put in
>>97248037Is it? I thought we were getting a gender neutral version.
>>97248069The pronouns were too expensive
>>97246668I suspect it's going to be a term like 'non agentic' which doesn't mean much at the moment, but is about to get used a lot to talk about AI. Their definition will sort of look a little bit like the real-world use of the term, but be different enough that young people will find it annoying.
>>972473551) well, mandatory skills is one of the ways to go. But if someone wants to learn ow to hack, the STEM guys have it easier.2) I guess the best options is to combine these, but I need a way to estimate if the lost stun points/DR will regenerate in matter of minutes or days.
>>97246815>1) how to account for certain factions being better at certain subjects?Attributes, Talents, defaults, and the numerous advantages and disadvantages which affect skills? Optimised characters naturally tend to be better at certain clusters of skills.Realistic training rules help too. It's easier to learn what your friends know, because there is someone to learn from.
>ATRIf someone is moving twice as fast, shouldn't their melee attacks deal more damage as well? How much Striking ST would that be worth?
>>97249676>But if someone wants to learn ow to hack, the STEM guys have it easier.Templates are just what I do. But I suppose there are multiple ways to go about it:>mandate that everyone allot a certain amount of their starting points into their faction's traits and skills.>charge an Unusual Background for permission to invest into faction-exclusive skills: 1 point per skill, 5 points per faction, or 10 points for a broad collective of related or allied factions, is probably fair. Feel free to adjust these costs, but anything over 20%-30% of starting points is probably overkill.>simply rule that players can't put points into faction-exclusive skills until they find an appropriate NPC in-game who can train them, or a special training manual to allow self-study>directly raise the cost per level of faction-exclusive skills. While I don't have direct experience with this method, I have played Dark Heresy 2E which does something similar through its Aptitude system, and I'll just say it was awful.
>>97250462Damage is roughly correlated with the square root of kinetic energy. Moving twice as fast means four times as much kinetic energy, which means twice as much damage. Damage is roughly correlated with Striking ST, so that means roughly twice as much Striking ST as whatever you had before.
>>97250462RAW, ATR doesn't improve damage, unless you're attempting a Slam. If you take twice as many Move maneuvers per turn, then that doubles your effective velocity for a Slam, which means double damage. Striking ST has no effect on Slam damage, only HP.
>>97250462It's because you only put half as much power behind each blow to make it in time. ATR is about animation cancels, anon.>>97246815>they should be able to purchase the exact same hacking skill at a cheaper point cost.No. GURPS suggests restricting skill acquisition depending on the game world. The training rules suggest that a teacher can only help a character raise his skill up to the teacher's relative skill, or to invest as many points as the teacher has in a skill. So only hackers from the hacker faction can raise Hacking to IQ+3 for example.If you offer discounts some players will have more points to put elsewhere, which can absolutely unbalance PCs and seed discontent in the party.
>>97246815>1) how to account for certain factions being better at certain subjects?Access. Let's think in terms of C&C Generals.US is better at Air Superiority not because they can buy Engineer (High-Performance Airplane) for cheap but because they have access to it at all. US has widespread education that allows engineers to be formed, and heavy investment in aerospace to make said engineers specializing in High-Performance Airplane worth it, not to mention more know-how and trade secrets (higher skill level).
Just had my first gurps game that wasn't dungeon fantasy. Using GURPS action rules but point value lowered to 150pts instead of 250, with challenges toned down in turn.We're using lots of cinematic and extra effort rules too.So far, it's been pretty fun, and it didn't devolve into just sitting in one cover and shooting. The firefight had grappling, jumping through windows, shootdiving like max payne, and stealth kills. Even had the opportunity to use some tactical shooting extreme conditions rules due to the fight taking place in the extreme north of greenland.Only thing I'm iffy about when comparing melee combat and ranged combat is that with guns, you do nothing but aim for the vitals or torso, there's no reason to aim anywhere else outside of trying to avoid DR.-7 for the head is not worth considering the multiplier is just +1, and hitting legs and arms does too little damage with pi and pi- pistols.
>>97251013I just allow targeting random location to get the occasional head or limb hit in
>>97251013forgot pic>>97251049I don't like adding extra rolls, having to roll 3d6 and look a table after every roll sucks.I wish there was an online program to roll randeom hit location automatically. It would be real hand for shrapnel and shotguns.
>>97248100What sort of backwards bigots can say that inclusion is "too expensive?" SJG is a fucking chud company. Fucking performative allies. Fuck.
>>97251062I created a random hit location table with the perchance generatorI eyeballed the chances tho because it uses compound percentages and I'm not good at math. But if someone is good at math they can easily create their own version and just adjust the chances.https://perchance.org/ihwlr9hl1h
>>97251013>Only thing I'm iffy about when comparing melee combat and ranged combat is that with guns, you do nothing but aim for the vitals or torso, there's no reason to aim anywhere else outside of trying to avoid DR.I expect that if you ran melee where everyone was wielding cut/swing weapons against unarmoured normal humans, they would soon converge on a similar 'optimal' pattern of attacks. The issue is that melee weapons and dungeon fantasy enemies are far more diverse than those seen in modern-day mundane games.>there's no reason to aim anywhere else outside of trying to avoid DR.The good news is that you can easily mix things up by adding location DR. Not only does armour exist, but so does cover, and the torso is one of the locations which is easy to keep behind cover.>>97251013>-7 for the head is not worth considering the multiplier is just +1The extra -5 to knockdown & stun is nice for overpowered opponents, but for normal humans vitals is usually good enough. This is why almost everyone IRL aims for the 'centre of mass'.
>>97251013>you do nothing but aim for the vitalsI mean same thing in melee, especially because in melee you cannot be in cover to protect your body parts. At a high enough skill level, people will be aiming vitals and neck all day long. What you can do, is require an aim or evaluate action to be taken before you can target a specific location, and have random hit locations otherwise. This way, you delay the laser hesdshots by a turn and you can lose the benefits of you dodge out of the way.
>>97252829that an interesting idea. I kinda like it.
>>97252829>>97253317Relatively unrealistic at high skill levels, but I guess it works
>>97253480how to do this in GURPS
>>97253484Imbue 3 (Limited Skill Access, Multi-Shot, -80%; Limited Skill Application, Guns only, -50%) [8] + Multi-Shot (Guns) DX+0 [8]Pack it as a single 16 points advantage.
>>97253505Nice.
>>97253505I'd also throw in another -10% on Imbue 3 for "Accessibility, only with something to cut the bullet", but that'd be redundant unless you have a house rule to allow limitation values below -80%... which I do. In my games, every -120% of limitation value divides the value of an advantage by 10. So the final cost of that package would be 12 points.
>>97253329It is, but then again, it gets stale that everyone is aiming head or vitals.
>>97251459>>97247125>>97246959>>97246668weird falseflag
>>97254939My preferred solution is to keep the skill levels low enough, if you're playing a demigod sort of game then constant lethal strikes are just the name of the game
>>97255203t. No Sense of Humor
>>97255220I mean, my guy had 18 and even he could attempt vital thrusts. The penalty to hit isn't even that big compared to neck or head.
>>97255351>even he18 is like best-in-generation tier skill though
>>97255220Uhyou can reliably hit vitals at skill 13. (50% is reliable)It's a bigger problem in games where you're using the simplified range table cause then you have a 0 range penalty up to 6 yards, where a lot of CQC happens.
>>97255729>50% is reliable
>>97255783Yes it is, lucklet.
>>9725572950% chance of hitting the vitals vs. 84% of hitting the torso isn't exactly a no-brainer though. Although the vitals is usually better from a pure 'DPS' perspective, and the penalty for stun and knockdown is great, having a higher chance per turn of inflicting significant penalties on your opponent is also a pretty big deal. This applies even with better (effective) skill; the difference between an opponent who has a 10% chance of successfully shooting back at you and one who has a 2% chance is enough that I would usually be willing to take more turns to bring them down.
>>97251459Virgin SJG>Can't publish vehicle design system or bestiary, because they need resources to own the CHUDs>Can't even afford to own the CHUDsThe CHUD Chad>Casually writes bestiary and gives it away for free>Funds vehicle design system out of own pockets
Is the GM screen from SJG good? Or is the one made by mook better? Or is there another alternative?
>>972496761) is of a lesser concern2) this is where the problem lies:>no DR>everyone is a bullet sponge>if someone gets knocked down how long does it take to wake up?>how long does it take to regenerate the sponge? (canonically, serious damage gets characters a sick leave for a few weeks)>how to calculate crits and actual wounds?
>>97256616It's an OK reference sheet, I don't know how it holds up as an actual screen.
>>97255355Is it, though? A well trained knight will definitely be able to hit every single regular strike against an opponent, that being a skill of 16-18, while being able to stop 50% of strikes (parry 11-12). That's not exactly best in generation. And he'll be able to hit chinks in armor, neck, head most to half the time.
>>97257762Here's what Tactical Shooting says about skill
>>97257785What about melee? Again, you can't tell me an experienced mercenary or knight doesn't have a 100% hit chance (barring critical/automatic fails) against an opponent provided he's just trying to strike him instead of aiming for a specific body part or gap in the armor.
>>97258000If anything the skills should be lower for melee, consider that you're intrinsically using Guns skill against hefty penalties and they're still no higher than that
>>97258000Rank-and-file soldier = skill 12Elite soldier = skill 15The realistic templates for noble warriors in GURPS Crusades have skill 15. The ones for commoner warriors in GURPS Warriors have skill 12 or 15.
>>97257762Against an opponent of roughly equal skill, your odds of hitting with a melee attack are usually in the 25-50% range regardless of what skill level you have, because defences rise along with attack skill and the best attack option is usually to lower your effective skill to about 11-12 with a deceptive attack. For landing blows to the face or neck, the 'optimal' skill level against an opponent of equal skill seems to be about 15.In a boxing match you would generally expect that 20-30% of punches would 'land'. This is roughly consistent with GURPS moderately skilled (12-15) fighters making a mixture of deceptive attacks, dual 'weapon' attacks, and targeted attacks to the face, arms, or vitals along with extensive use of retreats, evaluates, and defensive attacks.
>>97258000>you can't tell me an experienced mercenary or knight doesn't have a 100% hit chance (barring critical/automatic fails) against an opponent provided he's just trying to strike himAgainst a completely unresisting target, when he can use all-out-attack determined and telegraphic attack, virtually anyone (skill 8 or better) can reliably (98%+) land strikes against something the size of a human torso and a skilled (12+) fighter can do it two or even three times a second. Against a moving target which is actively defending, while you have to defend yourself, performance drops dramatically and failure to connect becomes quite common even after slowing attacks to once every couple of seconds as you use feints and evaluates to increase your odds of success.Sports fighters might 'land' maybe one blow every 5-10 seconds and they are highly skilled, usually only trying to connect lightly, and not fearing for their lives!
Can I get a QRD on how patron, duty, and rank work?Like say you are a detective a generic police department. In my head, this means that while on duty, you have access to: a gun, a badge, and a car, and you also have to investigate what your boss tells you to investigate.What combination of patron, duty and rank would give this in GURPS?
>>97258329Social Engineering: Pulling Rank has guidance for situations of this kind.
>>97258329An ordinary police detective's job is probably a Duty, because he could end up in a violent confrontation, but it isn't likely to be more than 'fairly often' (this would be a typical full-time job, which would also be nonhazardous, reducing its value to [0]). You might say that even a full-time detective only has a Duty which shows up 'quite rarely', since most of his job is routine and predictable.Anyone who is part of a law-enforcement organisation has police rank, but this can be Rank 0 [0]. A detective probably qualifies for higher than that, because he can issue orders to beat cops, administrators, and so on.Patron usually implies someone who has an actual personal connection to you, not just an employer. If you are a replaceable worker to your boss, you don't have a work-related patron. Cops tend to look after their own, so a detective could take his unit as a patron if they would collectively 'have his back' beyond what they are legally obliged to, but this isn't a sure thing.
>>97258415>>97258431Thanks, this helps a lot. I'll read through social engineering and see if I get it all.
I do not care for vehicles 4e, but I would behead every single SJG employee for a revised UT
>The guns stats book just says "hey google that shit" when it comes to reference dataI get it but damn. Also they should have provided reference data to get similar results to high tech. They're all over the place.
>>97256616The one from Mook is way more complete and easier to read
>>97258710I thought it was a very cool splat but then realized 1) you need to do a lot of tedious research 2) there's basically everything you want in HT, and if it's not there, you can easily tweak an existing gun>>97258677Kinda the same. The reason I'd love a vehicles 4e is that making vees as characters fucking SUCKS. Fifty million (dis)advantages to represent they have a steering wheel, no clue what ST or whatever else they should have.
>>97258677We are officially in TL 9 according to Gun Stats. So I think an update, or sequel is inevitable.
>>97259252>We are officially in TL 9Real life TL 9 fucking sucks
How many actions does it takes to reload a double barrel shotgun?It says 3(i)This means (i)ndividual. So you put each shell in individually. But does it means it takes 3 actions each time? (2 with fast draw)?In my nogunz mind, reloading a shotgun is>action 1: break open shotgun, shells fall out automatically>action 2 (or no action): grab shell 1, may use fast draw>action 2/3: put shell 1 in hole>action 3/4 (or no action): grab shell 2, may use fast draw>action 3/5: put shell 2 in hole>action 4/6: close the shotgunI think you're ready to shoot at this point?Is this how it works?
>>97258993I think the only real reason to use it for small arms is for guns firing new ammunition like the NGWS or fictional guns that have exceptionally in depth statistics for their ammo for some reason. I imagine it has some legs for cannons and vehicle weapons.
>>97259410That sounds about right. You can also use double loading (Tactical Shooting p.44) if you're using a double barrel shotgun.
>>97259502>double loadingAh, so you can cut another action there, for a total of 3 if you succeed all the rolls. Nice.
>>97259465>fictional guns that have exceptionally in depth statisticsWho even has that? I have homebrew guns for my setting, but like hell I'm researching tons of guns, propellant and bullet stats just to come up with my own to also convert back into GURPS with that super long chart.
>>97259555There's a few once you filter out all the ones where the relevant data is incoherent ass-pulls it's a lot less. Practically the book is most useful for vehicle weapons, which is a bit too bitterly ironic for me desu. It does at least future proof the setting for any new small arms weapon developments.
>>97259673>the settingThe system I mean
>>97259673Do you really need that, though? Accuracy, weight and bulk are a non-issue. Range too, you can use the listed one and even then, being wrong by a couple hundred yards won't really matter. Damage I guess would be useful, but you already have tons of guns as reference and you just base the new gun performance on that.
>>97259757>Do you really need that, though?I mean if you want to use the gun stats book then yes since it wants you to have all that. Just using the nearest HT weapon and adjusting as necessary is what was already being done (and my preferred route) and it works fine for small arms but it's nice to have a formula to get a consistant, generally agreed on baseline for any new small arms I guess.
>>97259510It's a really good technique for double barrels, but any tube fed shotgun and most revolvers benefit from it as well.
>>97259841In the end I definitely agree to use it for vehicle grade weapons. Though I wonder how much information you can find on current non-nato weapons. I just wish there was an easier way to make vehicles that didn't it involve vehicles or building them as characters
>>97260310I just do vehicles as just rolling blocs of DR/HP & hit locations with a statsheet for speed, cargo capacity, passenger seats, et al. Works fine for anything infantry scale. Mileage may vary for anything bigger than a tank.
>>97251062Would you rather have a native program doing it instead of online? I guess one that runs on a phone would be ultimate? I made a native 3d6 roller for the PC. Good thing is that the randomness is cryptographic , meaning very good. Kinda nice to immediately see the 3d6 addition when you click roll. I think i posted a screenshot of it here before. I'd be happy to make such a program and distribute it freely.With shotguns and shrapnel effects you roll dice for each pellet of the shell of each piece of shrapnel for the explos device?
>>97260479I would like anything.The way shrapnel works is that you are in fact supposed to roll for random location for every piece of shrapnel that hits the person yeah.And I think any autofire hit that is targeting random locations can go anywhere.Here's how you'd go for grenade fragmentation:>roll to hit vs guy>see how many hits he took based on the roll>roll random hit location for each hit>roll each damage individually>subtract dr>multiply for wound modifiersThe pie in the sky ideal program would be one where you just input the number of hits, the dice (like 1d6+1 or whatever), the damage type and DR and it would just say "hit 1 got the leg for x damage, hit 2 got the torso for y damage" already calculating the dr and wound multiplier.But I understand that's a lot of work. So something simple that says "hit 1 hit leg, hit 2 hit arm" etc is fine.
>>97259278
>>97260559I think I'll work on it
>>97260868That would be awesome.
>>97260415Figured as much. Do you have like a reference sheet/rough guide of what DR/HP to assign?
>>97259252what is the defining difference(s) between TL8 and 9?
>>97260902I typically just use the RHA 1"=70DR as baseline. I only really use modern military vehicles so I luck out and all the information is available online.
>>97261004UT bros.... still, thanks. I'll figure out something for TL9 stuff.
>>97261004this is why all my "modern" campaigns are set in the 80s
>>97259410Yeah, it's really more like (2*n)+2 where n is the number of shells you're reloading, but that's too fiddly even for GURPS, so 3*n is considered 'close enough'. Likewise, a revolver is more like 'open, eject, draw cartridge, load cartridge (repeat as many times as you have chambers), close', which ends up as 15 readies for a six-shooter, while 3i gives 18, but that's close enough when the alternative is scaring the hoes with equations.
>>97260932The big one seems to be actually useful neural net 'AI' smart-tools (can effectively act as a cheap substitute for some human workers, significantly increase productivity of others, help stupid people act a bit less stupid). We're still struggling to actually get genuinely good content out of them, but that seems like what you would expect from the early form of such technology. Of course we could plateau tomorrow and never get them actually being any more than novelty toys for most people, but they seem like the most obviously transformative technology which has advanced a lot recently.General purpose robot labour is another tech which seems to be on the verge of becoming useful. Goes hand-in-hand with 'AI'.Drones are the current hot thing in warfare. They were big in TL 8 too, but TL 9 allows them to be much smaller and cheaper, operate on land as well as the air and water, and rely less on the controller. I expect fully autonomous combat robots will be the defining weapon of TL 9.Directed energy weapons are being actually deployed for the first time.Cheap(er) space launch might count, but it's not clear to me if it was possible at TL8 and we just didn't do it because the world's richest man at the time wasn't obsessed with rockets, or whether we genuinely needed some level of tech which couldn't be done before.Useful fusion has long been the 'you know you are in TL9 when you see that' standard, but it's been a decade away for about five decades at this point and we've already got efficient nuclear power generation which we don't use because start-up costs are too high.Bionics which interface with the user almost as well as real limbs and organs is another typical 'TL 9' tech in fiction. We're making significant advances in brain-computer interfaces, which will probably be the key element, but we're nowhere near seeing it every day yet (but this could roll-out fairly fast compared to fusion power plants).
How to properly count TL and its consequences of e.g. Mauser 98k (developed in 1898), which is TL6 (1880-1940), but can be used just as well as modern guns?
>>97260932Legal Loli /shota. Sadly, we have to wait until TL10 for vat-grown rapist catgirls.
>>97261992In what context?If you're talking about penalty to Guns skill for TL difference, the Alternate Guns Specialties article in Pyramid says to just ignore that and use familiarity instead.
>>97261992Officially, it's a flat -1 per TL difference (except for IQ based skills). Obviously this is a general rule which might not seem realistic in many cases. There's a huge difference between TL 5 guns and TL 6 ones, but very little between TL 6 and TL 8 (at least in terms of how you use them). On the other hand, TL 6 vehicles are often completely different to TL 8 ones.If I was writing the rules, I'd probably not have weapon skills take TL penalties at all and simply rely on familiarity rules to make things difficult. Or reduce the TL penalty to -1 per 2 or 3 full TLs of difference.
>>97262055t. anon who askedI'd say that black gunpowder guns are TL 5, and modifiers to characters at TL 8 (modern) apply accordingly. Guns that use nitrocelulose gunpowder are TL 6 and above and incur no penalty.
>>97261992>all these faggots too lazy to just screenshot the Pyramid article
>>97257762Are you that anon that got dunked on last year trying to say paintball is the same as real life and death combat
>>97263145No, that's too extreme even for me.
>>97262476Not enough granularity IMO but what do I know, I just own guns
Any good quick gadgeteering rules outside the ones in Basic Set? I'm looking for something with less GM fiat, and less reliance on $ value for deciding skill penalties
>>97264753Here's what I do, with my slightly adjusted crafting rules from low tech:>Your man-hour is worth $10.>Your man-day is worth 75$>Your man-week is worth 525$>Quick Gadgeteer: If you have the quick Gadgeteer advantage, multiply your man-time by 100.>You must have 20% in cost of the raw materials, then keep adding man-hours and man-days until you got the full price, then make a skill check.>If you have materials worth more than the minimum 20% you may use those to reduce the amount of time spent with man-hours.Example: Edgy Rapier costs 900. 900*20%=180 so you have 180$ worth of iron first, and then add 75$ every day until you reach 900, so it would take around 9 days to craft it. If you had the quick gadgeteer, your man-hour would be worth 1000$, allowing you to craft the rapier in a single hour!
>>97264800This is shit. Explain why it takes longer to cast gold than to cast iron.
>>97264872Sorry anon, let me correct myself.>CINEMATIC CRAFTING RULES>Your man-hour is worth $10.>Your man-day is worth 75$>Your man-week is worth 525$>Quick Gadgeteer: If you have the quick Gadgeteer advantage, multiply your man-time by 100.>You must have 20% in cost of the raw materials, then keep adding man-hours and man-days until you got the full price, then make a skill check.>If you have materials worth more than the minimum 20% you may use those to reduce the amount of time spent with man-hours.There, it's fixed.So weird how GURPS players seem to forget that their GENERIC UNIVERSAL RPG has cinematic rules.
>>97264916'It's CINEMATIC, so anything goes' is even worse than 'it's magic, I don't have to explain shit' or 'rule of cool, don't question me'. 'Cinematic' doesn't mean 'bullshit'. We've all seen films, and we're perfectly aware that there is no cinematic convention of more expensive materials taking longer to craft. It's just simplifying things to make them more convenient to gameplay, but there's no real reason to simplify crafting that much because you're dealing with something that takes hours or days of character time, so there's little pressure to rush to a quick answer.More importantly, it doesn't actually satisfy what OP asked. He wanted a system which had less reliance on item price, but your system is totally dependent on it.Unfortunately, all the published crafting systems are very reliant on prices. After the End 2 and Monster Hunters Power-Ups 1 have a version of crafting using existing items which works well for gadgeteers, and the latter and Meta-Tech have a method of converting advantages into $ value.
>>97265087cinematic rules doesn't mean "only movies" dude.it applies to converting things from other media, like video games.>More importantlyIf it was "more important" you'd have mentioned it in this post. >>97264872If you did, I would have replied that he asked "less gm fiat AND less reliance on $ value"What I offered had less gm fiat. You just pick item and craft it, no gm fiat involved.Furthermore, you're only bringing this up now to have a real complaint about the system that isn't about your inherent "feeling" that gurps should be realistic.
>>97265252>cinematic rules doesn't mean "only movies" dude.>it applies to converting things from other media, like video games.Sure, but your rules aren't emulating a convention from any media. They only make sense in terms of an RPG, where simplified rules reduce the work-load of the GM. So they are 'easy' or 'rules-light' not 'cinematic'.>If it was "more important" you'd have mentioned it in this post.That was a different poster. I can't put content into other people's posts.>Furthermore, you're only bringing this up now to have a real complaint about the system that isn't about your inherent "feeling" that gurps should be realistic.This is completely wrong. I am a big fan of GURPS rules which emulate the conventions of different genres, including cinematic ones. I just recognise that they should serve a purpose, such as encouraging certain behaviours or maintaining pacing, in order to tell a specific sort of story.I guess your rules can be said to do that, in that they encourage minimal focus on crafting by providing a quick answer in order to engage with things which you feel are more important.
Some anon months ago posted a really good PDF character sheet, does anyone have that?
Wasn't there a blog post about fixing the UT guns? Anyone know which one?
>>97265321>emulating a convention from any media. Theyplay more vidya
>>97264753Check the ones in After the End 2
>>97265394There have been a few, none of them comprehensive, sadly. I'll post a few links I have saved.https://gurb3d6.blogspot.com/https://www.youtube.com/watch?v=VlUakqUvWIUDescription of the youtube video has about 5-6 links to various articles.
>>97265485Huh, first link is pretty neat for new ideas and stuff.
Quick I'm GMing a game right nowwhere are the rules for shooting more than one person with the same attack using high rate of fire weapons?
>>97265874make it up, bozo
>>97265874It's just rapid attack bro
>>97265915Oh ok thanks
>>97265874Spraying Fire, B409>>97265915Rapid Attack isn't one attack, dumbass
>>97266204I misread the question.
>>97266204Thanks!
What makes us, GURPS users, superior to other TTRPG users?
>>97266971Wrinkless brain for minimal air drag, perforated skull for optimal cooling, no frontal cortex for weight reduction
>>97267103also we have double the chromosomes compared to other game players
>>97266971Superior curvature
>>97267141The GURPSermensch
>>97266971We read, we aren't deterred by some basic math, and we like to be flexible and play multiple genres.
I suppose this might be a topic better suited as it's own thread. But I'll ask here since I'd probably run it in GURPS:What's the best way to run an FE style game in a TTRPG? Not quite literally in a turn based tactics kind of way, but I meant more making the players feel like they're traveling with a large warband on whatever grand quest they're on. Awakening has like 42 characters, excluding Robin. 40+ unique NPCs hanging around the party feels pretty unwieldy when also accounting for people outside of the warband.Any advice on handling it?
>>97268345I can see three possibilities. Either just narratively say they're with you party, with a random character you choose talking to the PCs one and a while so they actually "feel" there. Actually put all the characters in a battle which is a pretty big hassle keeping track so i wouldn't do this. There's GURPS Mass Combat which makes it easy to simulate all these people, but i haven't used it so i cannot tell you how good it is.
>>97268345Two Can Die for the Price of One (Dungeon Fantasy 15 p. 33) provides guidance on letting a single player control multiple PCs simultaneously.The Arithmetic of Rank (Social Engineering p. 14) provides guidance on how many officers of different Rank are needed in a warband.Social Engineering: Pulling Rank and Dungeon Fantasy 17 provide guidance on the mechanics of a warband itself.
>>97268420>guidance on how many officers of different Rank are needed in a warbandAlso, you could have each PC be an officer in command of a few NPC grunts.
>>97268400The narrative part is what I'm actually most concerned about. I can easily limit the amount of NPCs in a battle by letting the players lead some section of the charge so to speak, or have the rest of the warband be some distraction force/other prong of the assault. But since each member of the FE warband is supposed to be a unique character that can permanently die, just treating them like a grunt feels like it's off the table if I want to keep the right vibes.
>>97268484In a single Fire Emblem video-game campaign, does the player seriously care about all forty playable characters? Or does he focus only on a particular set of ten or twenty characters that he actually brings to missions, and mostly bench the others? (Genuinely asking, since I've never played one of these games, though I've watched a few playthroughs.)
>>97268484Make a TO&E, down to individual solders kit. Give them all names, and three or so personality traits. Don't give them generic NPC stats, or if you do, randomize them slightly. Roll for their attributes, maybe even skill levels. 2d+4, 8-16. From there make sure the PCs know the name of any dudes they interact with, and have some idea of their personality. The players will do the rest of the work. Once they've narrowed in on ones they like or dislike flesh those ones out, backstories, and proper sheets.
>>97268345Not in GURPS, but I have run a campaign that was very similar in concept. Campaign concept was building a globetrotting mercenary company from scratch. Started as just the PCs, and then they recruited as they got more money and took bigger contracts. By the time the campaign ended (due to an unfortunate PSU blowout that fried the drive that had all of my notes/maps/content/statblocks) they had something to the tune of like 25-30 bespoke companions in addition to having come into possession of a small fiefdom.The way I ran it when the number of NPC recruits menat their party was still in the single digits or lower 2 digits, was they were just always around, both in RP and Combat. I did all the RP for them as i knew the backstories/personalities but made sure to only have them speak up when it seemed like they should and let the PCs(as the officers corps of the company) take the limelight.In combat however I would let Players choose who they would want to control when they were hired, and from that point on that Player always controlled them in combat, so they would learn their abilities/role and be able to play them faster, although i made sure to keep their statblocks simpler than a proper PC. I would be sure to balance out how many NPCs a player got control of, letting players with better system mastery/faster turn taking take more, as well as just based on who had a particular liking to the NPC. Oftentimes they would choose ones that their PCs would be more likely to be closer with, so it was like they were controlling little clusters of friends as the campaign went on. Players would also make gear + level up choice decisions for the NPCs they controlled (within reason, i.e a pious character wouldnt use some unholy item or their wouldnt be ability choices available that wouldnt make sense with the characters development)Part 1/2 cost post is getting too long
>>97268523In reality, you usually bench the others and roll with a rotating set of 10 to 20 as circumstances call. Stat gains are randomized in the series, and not every character is made equal with growths and how RNG favors them. So even if they do level with the party some characters can be bricked and turned into bench warmers, Some were never good to begin with. Other characters are just so good they become indispensable.
>>97268609Once the company got large enough to feel unwieldy in the average combat, i started implmenting a few way to try and limit how many men they had in a given encounter. Sometimes it was semi-diagetic ways, like in couple times they were in a siege so there were constant encounters, and healing/resource recuperation in the semi-homebrew system i was using requires a good bit of rest time, so they had to form like an A team and a B Team, even a C Team at later point, to keep fresh fighters in rotation, which limited party size naturally. Other times I would just be above board with them when they were choosing contracts to take and just say "You can select X number of companions to bring on this contract because bringing everyone would get obnoxious". Once they had the small fiefdom, this also felt more natural as the excuse was "some people gotta stay behind to run things.I still occasionally would run encounters with the whole gaggle of NPCs, but usually only some big climactic ones where the players were warned ahead of time the combat would likely take the whole session, if not stretch into a second.I dont know if any of that helps, if you have some more specific questions about how running that campaign went i could answer them.
>>97268661I should add. Actually USING all the characters is usually impossible except in later games. There aren't repeatable maps until Awakening I believe, which is the 13th mainline game in the series. So experience ends up being limited and some games have even more characters. The DS remake of the first game has a whopping 80 something characters to use.
>>97266971Our huge visibly pulsing brains
>>97266971Quirk: big penis (1)
>>97271812Wouldn't it be a perk? The only downside is having to order condoms online because Magnum XL are barely bigger than standard
>>97272393There's other downsides in that it limits who you can have sex with. Smaller women, or women with shorter vaginal canals might not be a fan. But it probably balances out to a 0 point feature or 1 point perk overall.
>>97272550Hurting women is a plus
>>97271812Just checked, this isn't accurate.
>>97272799why are you looking at his penis
>>97272811Penis Inspector is my progressional skill
is 40k anime?
>>97272914Yes, according to last thread >>97115563.
>Bug Mode: You optimize your brain for fast reaction at the cost of logical reasoning.>Extra Basic Speed (Temporary Disadvantage, IQ -4, -80%)Yea or nay?
>>97273925Seems like a fairly extreme IQ penalty, but the basic principle is sound. By a strict reading of the Temporary Disadvantage rules, you can't actually take attribute penalties, only disadvantage traits, but I'm fairly sure even official material has done it before.An alternative would be Backlash, which explicitly allows attribute penalties, among other effects, but seems more designed for 'instant' advantages and persists even if you switch it off.In terms of realism, there are absolutely mechanisms by which the brain trades off speed for accuracy, completeness, etc. under different circumstances. The classic is that adrenaline reduces your reaction time but makes it significantly harder to engage in careful reasoning or even things like fine motor control. These could certainly be pushed to the point that -4 IQ would be justified, but I don't know how much more basic speed you could reasonably hope to get, because a normal human brain is probably already doing almost all it can to maximise quick reactions in most circumstances where basic speed would matter.Also, remember that IQ drags your Per and Will with it and Basic Speed includes Move. Separating them out could be challenging.
How durable the Standard Demon from Magic/DF9 actually is in play? DR 5, HP 25, Fragile (Unnatural) and Dodge/Parry 9.Asking because the Demonologist from DF9 acquires it through Ally (Summonable), not Conjured, and the Fragile (Unnatural) seems to make it quite prone to death.
Here's hoping for much more gurps for the new year
>>97272811I needed a second opinion
>>97275272Hear hear.Happy New Year, fellow GURPSfags! I hope we get vehicles and other good stuff in '26. Thanks for introducing me to my favorite game.
Happy new year!
>>97215703I've never touched the supernatural aspects of GURPS. What's the rundown on the different magic systems and what are their pros and cons?I know there's at least three or four different ones, with the Basic Set, sorcery, imbuements and Ritual Path Magic.
>>97277092Just forget RPM exists and you're golden
>>97277092Vanilla: Easy to use, very useful outside combat, useful in combat after significant investment, don't expect to deal damage, it's a bunch of spells from different books with different assumptions all thrown together without much of a thought and it shows, all roads leads to IQ+Magery=17.Sorcery: Power as Magic with a flavor, ie buy advantages with a limitation that you need to chant and do hand signs and call it a spell. Technically speaking, it's the most balanced magic system because it uses the basic character building mechanism but it leads to some non-sensical costs like a simple spell to eliminate one's smell costing more than a spell that creates a firestorm. It's the closest you can get to the fireball slinging mage most people expect.RPM: https://mailanka.blogspot.com/2019/04/rant-my-problem-with-flexible-magic.html
>>97277591I don't agree with the blog. That's not a flexible magic system issue, it's a player and regular magic issue. So what if you have your signature "shit your pants" spell and use that? Exact same with a non-flexible system with the pre built "shit your pants" spell. People complain about classless systems being too vague or having too many options, but you can make the equivalent of classes in classless systems too. In fact, same thing does gurps with templates. And you could even argue "but there are clearly better skills/advantages and combinations thereof that you should just use them", just like only using the optimal spell I'm a flexible system. But people don't make the exact same optimized characters, do they?>Other problems can be solved in a similar way, and once you've learned the main ways of solving problems, you'll use them over and over again, because why wouldn't you? Why wouldn't you? Again, same with a non-flexible system. Except the flexible system also allows you to not do that, if you want, or you can't use the usual spell, or you're feeling like doing something better. The only thing you might argue is "why bother having a flexible system if you do that", and the simple answer is that it's simply better, because you get both the fixed spell list but at the same time always have the options to be creative or switch things up
GURPS Ring of Fire is scheduled for August! Hype!https://www.sjgames.com/gurps/news.html#22152
>>97278167Is that for that socialist wank series about coal miners going back in time? I thought the author died.
>>97278228>Is that for that socialist wank series about coal miners going back in time?It is about coal miners going back in time. I don't know whether the coal miners are socialist. (Personally: I read the first book in the series, 1632, and didn't like it, since it focused too much on the characters and not enough on the alternate history. But I expect that a high-level Infinite Worlds–style treatment will be much more interesting to read than the actual books.)>I thought the author died.Yes (and his company immediately went bankrupt without him to back it), but the SJ Games coordination started before his death.Also, he allowed fans to write canonical books in the same universe (both full novels and short stories), and that's still going. https://1632magazine.com/
>>97278252>It is about coal miners going back in time. I don't know whether the coal miners are socialistYa that's the one. Never liked alt-history to be fair. Every time it's just the author overtly self-sucking himself about how bad [thing he dislikes] is and how good [thing he believes in] is while his self insert makes everyone look stupid. Destroyermen is still my favorite though because it's overt and absurd.
>>97278329The best alternate-history books are the ones that take a high-level view, so that there can be no author self-insert.>GURPS Infinite Worlds series>GURPS WWII: Weird War II>GURPS Future History>For Want of a Nail>The Shape of Things to Come>Look to the West
>>97278398>Shadow of Montreux>A Greater Britain>Decisive Darkness
>>97278398>>97278423>GURPS: Goblins
What's the Appearance trait of characters that are technically monstrous but most men would still smash?
>>97277917Well, yeah. Classless systems or free-form magic can be used as class systems or spellbook magic easily, but not the other way around. They're simply better
Disappointing.Safe for the Magical Styles that adds nothing of value, all of these could have been Pyramid articles. In fact, one is.
>>97278872Unnatural Features
>>97278872You mean like fully anthro wolf chicks?
>>97280501The other anon said MOST men. At best, an anthro wolf girl would have only Classic Features, granting better reactions from the FEW men who like anthro wolf girls.
>>97280501More like Loona or Cheetara, I guess.
>>97280763Uhh Loona is very much fully anthro
>>97280788I thought you were talking about something like Skyrim werewolves.
>>97280911I think to the average person even a slightly stylized anthro would be "monstrous" when encountered on the street
>>97275174Not very.
>>97222128As others said, HP magic does what the plot needs it to do and that sort of magic does poorly on games with rules.However, ignoring the plot on the forefront and focusing on the background, one can infer that Wizards needs to attend school, magical studies are somewhat academic (studying tomes and writing theories, not meditating on inner power or bargaining with spirits), and spells are formulaic, everyone casts the same spells.All this leads me to think the basic magic system fits best to the world.Ignore that Harry casted Wingardium Leviosa in the first class. It would have sucked as a story if it took him a month to cast his first spell. Besides, it was just a feather. One could say that even if a spell failed in game terms it would still have a minor, non useful effects like that.The wands could be a material component for Magery (Requires material component, Wands, -10%).
>>97278989Kromm apologizes in today's Daily Illuminator. https://www.sjgames.com/ill/archive/2026-01-02Also, GURPS Ring of Fire counts as a large projects with special needs"! (Insert obvious joke here.)