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File: GURPSgen08.png (3.54 MB, 1800x2329)
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'Remembered the subject line' edition

Previous thread: >>97365984

GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles, with a level of detail varying from lightweight to completely autistic.
Optional rules allow you to emulate different genres with a single system, or even switch genres within a single game.

A nearly complete archive of GURPS books can be found by using the image. Never post direct links to the archive anywhere in plain text.

If you're wondering where to start:
- The Basic Set covers everything, including a lot of optional rules you probably won't use.
- A genre guide can be found in the archive, under Unofficial/GURPSgen. It tells you what extra books and articles you may find useful for many common genres.
- How To Be a GURPS GM is a good read even for players.
- GCS (gurpscharactersheet.com) is an excellent character-builder software, with page references to all the books and the option to export to both Foundry and Fantasy Grounds.

Thread question: what part of GURPS annoys you the most?
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>>97445420
>what part of GURPS annoys you the most?
The part that goes "nooo you're not allowed to interrupt other people's turns unless you use a wait"
So it's extremely annoying to do a simple counter-attack ability on a monster. You have to go trough strange hoops.
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>>97445009
It actually doesn't look like they dodge very often; a lot of the time the guards are just outright missing while the protagonists run straight at them. When they do dodge, they seem to be mostly using either Acrobatic Dodge or All-Out Defense (Increased Dodge).
That implies that the guards have fairly low skill, so they likely aren't scoring many hits even when they do. Dodge 14 or so plus Acrobatics 16 (for acrobatic dodge) should make Trinity and Neo almost immune to them. Dodge 12 and a bit of Luck might even be sufficient for what we see in that scene.
It's also worth considering that in hand-to-hand, they mostly use parries rather than dodges, implying that dodge isn't their best active defense.
>>
Years ago I found a bunch of GURPS books at a garage sale. One of them was the CHOOR. I don't think I spelled that right.
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>>97445473
Makes sense. That said I think that the slow motion is implying they're actually moving very fast, so they could be giving the enemies penalties to hit due to that.
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>>97445498
War Against the Chtorr?
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File: 22lr full out laser sight.jpg (728 KB, 1497x1600)
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Stat this
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>>97445420
>TQ
The lack of 4e Vehicles.
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What would be the best zombie template to build off of for Resident Evil styled zombies? Probably just the regular zombie from Monster Hunters? I am a bit curious how dangerous slow zombies really would be in a situation like a Resident Evil mansion where you don't fight that many zombies at once and they only act as road blocks. Guess I could make them reanimate as crimson heads for backtracking surprises.
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Someone stat the major general from The Pirates of Penzance
https://www.youtube.com/watch?v=hlTisI_HSgw
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>>97445420
>what part of GURPS annoys you the most?
Lots of little things, but whenever I look at other systems I must deem them straight trash
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>>97445420
>what part of GURPS annoys you the most?
I think the truest answer I could give would be the company that makes it.
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>>97446068
just going to list skills evident from the song
Savoire Faire (High Society)
Savoire Faire (Military)
History (United Kingdom)
History (Ancient Greece)
Expert Skill (Natural Philosophy)
Mathematics (Pure)
Mathematics (Applied)
Biology (Earthlike)
Connoisseur (Music)
Connoisseur (Literature)
Naturalist
Singing
Writing
History (Bablyon)
Soldier
Tactics (Of a lower TL than appropriate)
Strategy (Of a lower TL than appropriate)
Artillery

Appropriate quirks for incompetence (Shakespearean plays) and knows a lot of trivia.
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>>97445717
It's actually in the third edition version of High-Tech.
In 4th ed terms (going by Gun Stats), it would be TL 7, Dmg 1d+2 pi-, Acc 3, Range 80/1,400, Wt. 10/4.3, RoF 20!, Shots 177(5), ST†, Bulk -5, Rcl 2, Cost $1,800/$300 (prices are something of a guess, based on scanty information).
The laser sight was apparently OK to about 160 yards, but weighed 6 lbs. This is a little worse than the TL 7 primitive targeting laser (High-Tech, p. 157) and probably costs a little less. Like the PTL, it should add -1 to Bulk.
An extra-high-capacity magazine holding 275 rounds should be about 6.7 lbs.
The short-barrelled version wouldn't really change anything except for the weight, which would drop by about a pound (this seems like quite a lot, but that's what my sources say).
The .22 ILARCO 'magnum' version boosts damage to a mighty 2d-1 pi-, range to 90/1,600, and RoF to 25!, but shots falls to 168(5).
Looking at videos online, reloading and winding the magazines takes about four or five seconds per round.
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>>97446479
>Dmg 1d+2 pi-
>RoF 20
lmao
Thanks, I'm gonna use this as the weapon for a miniboss in my gurps action campaign.
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>>97446501
How do you even have "minibosses" in anything involving modern firearms
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>>97446558
the PCs only have access to the guns the enemies drop.
So far the strongest weapon PCs have is an mp5.
And when I do drop some rifles, I'm gonna be using survivable guns, so half damage with armor divisor 2.

Also it's GURPS Action, so cinematic rules and cinematic advantages are available, so a really tough enemy can have natural DR (toughskin) because he's just that muscular.
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>>97446558
NTA obviously but if your campaign is particularly realistic then things like tactics rolls, suppressive fire, and realistic skill levels for NPC's can really even things up as long as the PC's don't do anything dumb.
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>>97446479
Note that the magazine has an extra catch (holding the rounds in) which needs to be flipped after it is attached to the gun in order to make it ready to fire. This could increase reload time to (6) unless the user has Lightning Fingers. Accidentally hitting this catch while the magazine is not attached causes all the rounds to be ejected.
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>>97446734
>Accidentally hitting this catch while the magazine is not attached causes all the rounds to be ejected.
That's a funny Fast-Draw complication especially if it happens to an enemy that's supposed to be dangerous
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>>97446731
I suspect that what he meant is that you can't really have a 'miniboss' in a game where everyone with a gun is a serious threat, but also opponents die really easily even if they have a few extra hit points or whatever. Someone who appears and dies before you've even got a chance to notice he's different to all the other mooks isn't much of a miniboss. Even in action movies, you often need contrived circumstances for such characters to have enough screen-time that the audience recognizes them as a character. See Karl's uncanny ability to get into fist-fights with McClane in Die Hard, for example. If they only shot at each other, Karl would probably go down in about 10 seconds, like any of the rest.
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>>97446769
>Someone who appears and dies before you've even got a chance to notice he's different to all the other mooks isn't much of a miniboss
It really depends how you present and describe him I think, and how you lay out a situation. There's plenty of ways the PC's can see a notable enemy without actually being in position or in the right moment to strike.
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>>97446769
>>97446862
You can always give them lots of DR, also on to "how do the PCs tell it's a miniboss"
well, I just make them bigger.
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>>97445420
Can't believe my personal mega got shut down before gurpsgen
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>>97446879
>Yo why are some of these dudes 12 feet tall
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>>97447108
The camerawork makes them look bigger!
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Elder Scrolls anon here again. I updated the doc to include Extra Magicka Points in the Traits chapter, fixed some issues with erroneous point totals across Races and Birthsigns, and minorly tweaked the language of Soul Trap in both the doc and the gcs files.

Also wanted to say that the monsters in the bestiary can be bulk imported into Foundry very easily.

https://drive.google.com/drive/folders/1WIw-pp8LBOfO9JbeKCtgRxXv8wVrdN-w
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>>97446879
>You can always give them lots of DR
Can you though? It's not hard to justify enough DR to survive common weapons in a fantasy setting, where you could easily have a half-ogre with head-to-toe heavy mail or something. In a modern-day cinematic-but-not-sci-fi game, it's harder. Almost nobody wears serious limb and face armor, and you need to be really, really tough to not get taken out of the fight by a bullet to an unarmored arm or head.
I'd consider something like ST 13, HT 12, HP 14, DR 1 (Tough Skin), High Pain Threshold as about the limit for an 'ordinary' tough guy who isn't an absolutely legendary hard-case (i.e. a 'main boss' fight). He's still going to take a major wound from a 9mm or .45 (or virtually any rifle round even with Survivable Guns) to any unarmored location, which probably means losing the use of his weapon arm or making a knockdown roll at -5, which is 50/50 odds of going down even with HT 12 and HPT. You need to make sure he has some way to contribute to the fight even if his main arm is disabled and enough back-up that he can take a turn or two getting over stun.
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>>97447439
First of all, you can give the villain Assault vests with trauma plates for 35 DR on torso, Ballistic Helmet with visor for DR 14 on head and 10 on face, and DR 12 everywhere else with ballistic limbs. That's all completely realistic for any campaign on TL 8.

But we are talking GURPS action here, the PCs have a big guy template with ST 15 and HT 14
A miniboss should absolutely be on par or superior to a PC so ST 15+ is not out of line. And you could totally pass DR 4 (toughskin) as "just a cinematically really tough guy" and getting shot in the arm is usually not a big deal in movies, so "injury tolerance: unbreakable bones" or whatever is called is perfectly within genre.
And with ST 15, guidelines say that up to half of your ST in extra HP is fine so he ST 15 and HP 22, DR 4 (toughskin) plus the armor DR and you have a big guy boss fight for an Action campaign.

Not to mention in an action movie the heroes aren't going to be using the most powerful guns in the world, they'll be using iconic shit like uzis, m16s, benelli shotguns, so you're not gonna have to deal with shit doing 7d or whatever
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>>97447496
>That's all completely realistic
The gear is all real maybe but he'll be walking around like the Michelin Man
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>>97447789
My players aren't military experts so they don't know how damn bulky all that shit is so I can get away with it.
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>>97447811
They have presumably seen the news on TV, or watched some films, or played video games set in the modern day and may have noticed that actual soldiers don't generally wear limb armor or ballistic visors. Outside of 1st world military and law enforcement, almost nobody even wears body armor.
You might be able to get away with one enemy who's schtick is that they actually wear a full suit of armor like a total weirdo. Having every miniboss be like that is surely going to raise eyebrows.
I also question the idea that a 'miniboss' should be as tough as the toughest possible PC. Isn't a miniboss meant to be a minor character who poses slightly more of a challenge than a typical enemy? Like the most memorable enemy in a squad-sized unit, or a named henchman, not a major protagonist with equal abilities to the PCs.
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>>97448055
Generally when I've seen minibosses in action campaigns its like a guy with an LMG or an acrobatic dodge guy with high pistol skill or something. Usually a gimmick of some sort, like a dude with fast draw grenade and a lot of nades.
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>>97447789
That's perfectly in genre. Big tough miniboss guys tend to walk pretty slowly in shooter/action games. They slowly approach and suppress you with a machine gun while normal mooks flank you.
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>>97448055
>played video games set in the modern day and may have noticed that actual soldiers don't generally wear limb armor or ballistic visors
Lots of video games where they do however
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>>97448055
>have noticed
They've played the game Army of two where the protagonists do walk around in heavy armor and they think it's normal. But either way, I said I'm playing GURPS Action, so I already have several cinematic rules, it's not a realistic campaign.
Also obviously not every boss is the big guy.

That said, YES a miniboss should be as tough as the toughest PC, there's only one miniboss and there's 3-6 PCs. And a real "boss" should absolutely be tougher than a PC.
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>>97449720
NTA but personally when guns are in play I think just having a miniboss with a really good chance of outright killing a PC is sufficient.
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>>97450967
depends on the genre of the campaign honestly.
>>
What is a better generic name to substitute "Trained by Master"? I thought of Fighting Mastery but I would like an opinion.
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>>97451371
Fighting Mastery or Unarmed Mastery.
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>>97451423
>Unarmed Mastery
It also applies to melee weapons.

>>97451371
Melee Master
Cinematic Melee Proficiency
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>>97451457
I like that one, will use it
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>>97451371
>What is a better generic name to substitute "Trained by Master"?
Master
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>>97445420
>what part of GURPS annoys you the most?
Active defense rolls. It's nice and symmetrical, they make sense. But they make it so you have to roll 3-4 times for a total of 7 to 14 die to add, some multiplication, and some subtraction, all for the simplest type of attack without even getting into multi attacks, wounds, knock back, knockdown, HT rolls, special maneuvers or techniques, they all add more rolling. All to resolve one second of a combat scene.
It'd be nice to have a way to precalculate some modifier for the different types of defenses. Like what Mini six does.
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>>97449720
Play Metal Gear. Even since the NES they've had gimmick action bosses. Think of a gimmick and stage and you have your boss. Fat dude in heavy armor and skates moving around cover. Flamethrower man covering a choke point. R3volver man using a hostage as cover, literally a tank or heli.

Also focus on staging. Big guy in Indiana Jones was a cool fight because of the spinning plane stage with tons of stuff happening and time limit.
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>>97451457
>Melee Master
I was going to object that it applies to ranged weapons too, but I checked and it doesn't, even though it unlocks Throwing Art and Zen Archery, which seems a little weird.
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Soviet engineering at its finest. A roof-less APC with two unreliable engines and a six-foot drop when disembarking.

https://samuelbaughn.blogspot.com/2026/01/btr-60-apcs-in-gurps.html
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>>97446004
Have you read GURPS Zombies? It has a whole section about constructing zombie templates, as well as example templates.
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>>97455078
I totally forgot about that. Will give it a read, thanks.
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The close range shotgun rules are objectively bad if you have high skill right?
I'm playing a 250pt game and my dude has 18 effective skill on any shot (16 +2 from half accuracy due to gunslinger +1 from reflex sight) and it's not unusual to get 10+ hits, meaning a single shot deals 9d6+9 while rules for close range would make it only do 4d6+4.

Feels weird wanting to back up so the pellets have time to spread
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Does gurps have rules for slamfiring shotguns?
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>>97456749
My knee jerk reaction would be to cap pellets that hit the target at 4 because the idea of a shot doing more damage at distance than at point blank is kind of retarded.
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>>97457493
>Does gurps have rules for slamfiring shotguns?
Yes
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>>97456749
That is something I noticed and thought was weird too. It hasn't come up in any prior game session yet, but one of my players just got his hands on a rare piece of cyberware (campaign is TL10) that will boost effective Shotgun skill by nearly 10 levels, so it's going to come up soon.
I was thinking of a house rule to add the MoS on a close range shotgun blast to the multiplier. So, a hit at close range by MoS 0 would inflict 4d+4 pi against 4xDR, while a hit by MoS 5 would inflict the full 9d+9 pi against 9xDR.
I wonder if anyone else has come up with something similar?
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>>97457509
Seems unfair to shotguns, unless you impose a similar cap to all Rapid Fire attacks. Because the idea that a full-auto weapon can hit with every shot, while a shotgun can't, is similarly mind-boggling.
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>>97457524
Is it in tactical shooting or gun-fu? I must have missed it if it's in high tech.
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>>97457554
It's an issue of realistic damage. If every shot from a machine gun hits, every impact has it's correct and reasonable damage code. If every pellet from a shotgun hits it somehow does more damage 20 feet away than it does point blank. That is the more unrealistic thing here.
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>>97457527
>house rule to add the MoS on a close range shotgun blast to the multiplier
I was thinking of something similar, but more in line with the rules for Rapid Fire vs Close and Stationary Targets. That is, if you succeed by a MoS equal to your Rcl, then all pellets hit. Although, shotguns only have Rcl 1, which is too easy to beat. I was thinking of raising the required MoS to the Rcl for a slug, which is 4 or 5 for most shotguns, which seems fair.
>>
Link good GURPS YouTube channels. I want to watch people roll dice. No virtual tabletops please.
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>>97457527
>I was thinking of a house rule to add the MoS on a close range shotgun blast to the multiplier.
I think I'll do that, it just makes more sense.
Reducing the max amount of damage done for longer range pellets makes less sense to me.
if one agrees that a single pellet does 1d6 pi, and that is realistic, then 9 pellets should do 9d6 pi, not be reduced to 4d6 pi just because they hit the same hole. Gurps doesn't model the "this place was already fucked by another shot so future shots can't fuck up that much more" situation of a bulllet hitting the exact hole another bullet just went through.
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>>97456749
Even if it's only half damage, bundling up multiple hits into a single big hit is worth it for rules like Crippling Injury, Major Wounds, Supernatural Durability, Cinematic Knockback, etc. It's especially worth it if using something like Conditional Injury, where big hits are much more deadly than many small hits even if the total damage is the same. But if you're not using any of those rules, then yeah, it kind of sucks.
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>>97456749
Tactical Shooting p6 has a suggestion for this under the rules for Shot Shredder: "For more authentic point-blank results, use the Rcl statistic for slugs, not shot, and change the damage type to huge piercing (pi++) due to the large area of the wound."
You might also just multiply damage and DR by the full number of pellets, rather than changing the damage type, which ends up with almost the same results.
I think the reason that a close-range shot deals less damage than many spread out pellets is because damage in GURPS typically scales with the square root of kinetic energy. This keeps the numbers on the low side (compared to working with KE directly), and stays somewhat realistic for rules such as Crippling Injury and Major Wounds, which only care about big hits. But is unrealistic for damage accumulation to HP, as a single big hit is going to do less total damage than many small hits even if the total kinetic energy is the same. There are, however, optional rules that somewhat indirectly address this, like Last Wounds and Conditional Injury; but Conditional Injury is kind of a headache to convert to.
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>>97457571
See Winchester Model 1897 (High-Tech, p. 105) and Remington Model 17 (High-Tech: Pulp Guns, p. 25).
tl;dr it just increases RoF to 3.
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>>97458084
Oh ok, it's in those specific entries instead of a general rule. Thanks!



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