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Previous thread: >>97983586

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.

GURPS Basic Set 4th Edition Revised is supposed to come out on July 31st 2026.

TQ: As the GM, do you adapt the speed of your combat encounters up and down according to roleplay context? If so what are your ways?
>>
Steve Jackson is a nigger for not opening up the GURPS license and making it so if you wanna monetize any sort of GURPS content be it a sourcebook or an adventure, you have to go through them and will basically only go through if yoou are a SJG employee.
>>
olympusrpg is streaming GURPS Star Wars right now on Twitch
>>
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Last session I unironically rolled Aerobatics for something. It was probably the first time anyone in my group ever used it.
>>
>>98097853
I don't think I've ever seen a character take aerobatics in the entire time I've been playing this
>>
>>98098257
There have been lots of rules and skills that are used for the first time ever in my recent sessions
>>
>>98098257
I took it recently, its quite good for sci fi campaigns with the Felicia template. You can do some zero-g bullshit with it.
>>
>>98098257
I had to default it from Acrobatics but I succeeded both times. The wizard had cast Flight on me, and I was being shot by archers so I needed all the bonuses to Dodge I could find.
>>
The combat resolution cheat sheet that has been floating around has wrong disarm and aiming at weapon to damage it values for the modifiers.
>>
>read a bunch of GURPS books
>it's all the same, no actual flavor

I get that it's supposed to be universal but it seems like it's too universal. What am I missing?
>>
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>>98100449
Interesting, any particular supplement you are thinking of?
>>
>>98100608
I read through a bunch of the magic books and it's all "If you want to do divine magic, use mana with the name changed! If you want animism, use "talking to spirits" instead of "magery"!
>>
>>98100648
>no examples, no references
The state of the Internet in 2026
>>
>>98100449
>What am I missing?
Good bait, for starters
>>
Some interesting GURPS Ring of Fire/1632 marketing
https://www.sjgames.com/ill/archive/2026-05-25
>>
>>98102442
This is a better move for GURPS than doing 4e Vehicles? Really?
>>
>>98102922
>https://www.sjgames.com/ill/archive/2026-05-25
fresh new adventure and setting guy, featuring Johnny Cash
house rules galore
>>
>>98102442
Pretty shit they're making early access to the revised basic set tied into the kickstarter for ring of fire
>>
>>98102922
If and only if they do more Baen turd tie-ins
>>
Combat Resolution cheat sheet v.15

fixed definition of consequences of reaching 0HP or less
fixed melee modifiers to target a weapon to break or disarm it
>>
>>98106407
Holy shit this is grotesque
>>
>>98106866
well that's constructive criticism!
>>98106407
give up you're not going to fit 300 pages onto one sheet of paper
>>
>>98107097
It's not your sheet that's the problem, it's the ruleset.
>>
>>98106407
Combat Resolution cheat sheet v.15
(revised lol)

it would appear I messed up again, new fix for definition of Reeling (being below 1/3xHP)
so here is the updated one

>>98108279
amusingly enough your comment got me thinking how the ruleset really wasn't that bad at all and how you were exaggerating a bit and then started daydreaming about playtesting, then I go to the injury rules to reread, ready to pat myself on the back for finally having it all correct and wondering how many times I had to rewrite that section (dozens of times) and I notice reeling and get a sudden urge to double check in Basic Messy Set if it's accurate, turns out it wasn't
bro wtf!
\blog
>>
>>98106407
Needs page references
>>
>>98108499
Where are the rules for forced sex?
>>
>>98108670
Sex and Pregnancy supplement
>>
>>98108732
Could I get combat cards for those?
>>
is the lewd rpg thread leaking posters into GURPSgen or something?

>>98108750
if you can make them, you can get them
>>
>>98108801
I wish there were good rules for sex combat in GURPS, would be better than dealing with the peculiarities of the homebrew systems in that general.
Cinematic, Furious Fists stuff and some way to dispatch/weaken targets through gratuitous Erotic Art rolls and techniques leaning on it. Maybe it's just a question of refluffing flying tackles, triangle chokes and that kind of technique, but then you're just rolling Karate and Judo, and there's not that much distinguishing your rampaging fuck-machine from a clean martial artist.
>>
>>98108889
>sex combat
>tfw when everyone is expecting a regular combat and you bust out the sex combat rules
>>
>>98108889

a turbo alpha who lives and breathes by turbofucking soon brings upon themselves contenders to the harem, therefore the PC will first need to have good mastery of hand-to-hand combat, just saying
Evading Authorities
Social Engineering
Business (to be able to pay bills)
>>
Fresh outta ideas. Last session of my DF-esque game my players tried to kill a vampire who escaped, and the PCs didn't pursue because one of them was downed and they had to evac. Now they might want to hunt down the vampire for good. Where do I stick the bloodsucker next? I already did the vampire in a castle thing
>>
>>98110287
Is your issue coming up with a good explanation for where the vamp's next hideout would logically be? Or do you mean to say you just can't think of anything interesting?

In any case: Sun temple
>>
>>98110377
I can't think of anything logical and interesting
Although the temple does sound funny, they're currently city-based even though one of them has a phobia of crowds but city adventures come with their own problems
In this case it's me having pulled the city out of my ass and the extent to which it exists is an inn, two temples and a named slum quarter
>>
>>98110425
Slums are a great place for a supernatural blood sucker to hide out.
>>
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Posted my thoughts on Unluckiness and the old 3e disadvantage Jinxed.
https://baseds-cosmos.blogspot.com/2026/05/unluckiness-be-lady.html

>>98094907
>TQ: As the GM, do you adapt the speed of your combat encounters up and down according to roleplay context? If so what are your ways?
Occasionally, yes. I usually give players longer turns (~5 seconds) when they are all standing around waiting for stuff to happen. A good example of this was last week when players were trying to assault the Goblin Stronghold in the dungeon I am running. They were hiding around a corner and casting healing spells while the half-orc was beating a door down across the hall while the Goblins attempted to burn him to death. I did two five-second turns to let them heal someone who fell into a pit trap and almost burned to death from the aforementioned flames that the goblins were spewing from their arrow slits. I almost immediately switched back to one second turns when the half-orc busted down the door and started making Goblin jam. I do think that stuff like that makes sense in other contexts, but generally I just ignore turns before anyone is openly hostile, and when someone draws a weapon or the party starts to attack, I jump into turn order.
As for methods, just say "we are moving into 'x-length' turn order now" when needed, unless I am misunderstanding what you actually mean here. If you mean making enemies act as mooks in some situations and not in others, I have done that on occasion when we are nearing the last thirty minutes of the session and my player loot sheet for the week consists of a snickers bar, five bronze pennies, and a wish sandwich.
>>
>>98110425
>named slum quarter
That's perfect, you don't have to design the rest of the city. Slums would be where the vampire would feel. Lots of targets, mostly if not fully lawless, lots of hiding places
>>
>>98110287
You could have them encounter the vampire again during the night, like it comes to them.
>>
>>98113272
This seems like a good suggestion. It makes sense, in that the vampire will be aware that they are a threat and that taking the initiative is likely to allow it to 'stack the odds' in its favor by acting when it is strongest. It also 'mixes things up' by reversing the usual dungeon-crawling assumption that the adventurers go to the monsters.
Of course, if the vampire has a lot of limitations on what it can do (e.g. can't enter a dwelling uninvited) or the PCs take serious precautions (e.g. hanging garlic at every entrance, if that is a weakness the vampire has) then the vampire may not be able to attack them directly at their most vulnerable (i.e. when they are asleep), although it could do so in slightly indirect ways, such as hiring assassins or setting fire to the building they are in. Realistically, it's also unlikely that the vampire will be able to just figure out where its enemies are staying instantly. It will need time to hunt them down, while setting up its own defensible lair, and the usual vampire business of feeding, etc. So you could make it some kind of contest of skill or something, or just give them a certain amount of time to work out where the vampire's new lair is before it finds them.
On the other hand, hunting through a city does kind of rely on their being a city to hunt through, which means some work building the setting (even if you shortcut by modifying some other setting, such as one of the GURPS Hot Spots series).
>>
>>98113560
Maybe the vampire sends his goons after the party, perhaps to capture and bring them to him.
>>
>>98113732
They smashed through her goons in the castle and managed to damage her too, so she'll likely go on with minimal support for a while
Considering all that, hiding in the city makes sense
>>
>>98113903
Which vampire template are you using? Can it regenerate fully by draining one or two beggars, or will it be a more lengthy process of healing? Either way, lying low in a slum or the like seems like a short-term solution. Slums are crowded, and often have significant activity after dark, so the chances of some slum-dweller finding the lair (even if the vampire has legitimate claim to it, burglars and so on might break in) are fairly high. Although the authorities might not notice slum dwellers vanishing, the residents will (eventually) and criminal groups may be quicker and more effective at hunting down the threat than the slow forces of authority. The vampire will either need to take the fight to the vampire-hunters or prepare to travel far enough to make pursuit impractical ASAP. How capable of doing that they are will depend on their powers, competence, and remaining resources, but it seems like there will be a 'ticking clock' driving the plot forward in any event.
>>
>>98114014
It's the Basic Set vampire so I think that one heals pretty fast if it can drain people
>>
>>98114014
>short-term solution
Seems ideal. A wounded/regenerating vampire trying to gather her strength asap. Lots of room for anything you want
>>
Vampiric Bite says
>You can bite people and drain their life force...
while Leech specifies that it works on 'living beings' not 'machines or inanimate objects'. Presumably plants are 'inanimate objects' for this purpose, so it effectively works only on animals.
Powers also says that Vampiric Bite is a special form of Leech and recommends replacing it with:
>Leech (Heals FP, +60%; Blood Agent, -40%) plus Sharp Teeth
So, either 'people' in the Vampiric Bite description is merely 'fluff' and it works on any animal with blood, or the version in Powers is substantially different from the one in the Basic Set (i.e. the Basic Set one effectively has a limitation of 'only on people').
Either way, there is still an inconsistency between what the VB works on and the Basic Set vampire's Draining and Uncontrollable Appetite, both of which specify 'human blood'. So a BS vampire needs a 'dose' of human blood every day to avoid HP loss, but can use other species to heal themselves. That's not necessarily an unreasonable build, but it isn't intuitive. I think it does an OK job of representing the vampire fiction trope of a desperate vampire feeding on rats and so on; they can't fend off their Draining, but can get some of the HP back through animal blood, thus extending their lifespan. It does lead to the somewhat bizarre situation where a badly injured vampire's best strategy is just to drain an entire cow or something even though they normally prefer to feed on people, but I can't actually recall any vampire fiction where drinking blood was used to heal wounds anyway, despite it being a fairly common game mechanic.
>>
>>98114249
Yeah, with Vampiric Bite you can drain a 9 HP vagrant (assuming they die on their first death check) to heal 6 HP in a matter of seconds. There will probably be dozens of potential victims available in a single slum, so there's really nothing to stop the vampire being back at full power within the hour, assuming they don't get caught (although there is nothing to prevent victims of the bite raising the alarm, so this is at least somewhat hazardous in a crowded area). Arguably, speed-running through the population is the safest strategy, since you can drink your fill before the locals figure out what is going on.
Depending on exactly how Dominance works for vampires, you can also get a gang of fresh vampire minions this way. A proactive vampire could assemble a team and take the fight to the enemy before they even make it back to base!
>>
>>98117206
>It does lead to the somewhat bizarre situation where a badly injured vampire's best strategy is just to drain an entire cow or something even though they normally prefer to feed on people, but I can't actually recall any vampire fiction where drinking blood was used to heal wounds anyway, despite it being a fairly common game mechanic.
Yeah, I have read plenty where they can drink blood from other mammals as a temporary substitute though.
>>98117351
>Depending on exactly how Dominance works for vampires
Actually pretty poorly. But she's not interested in making an army of vampire hobos anyway, and prefers necromancy
>>
>>98108499
>>98108626
>Needs page references
here, new cheat sheet, V16
changes:
added page references for knockback, collision, blunt trauma, drop from above attack and fall damage, high/low ground attacks, deceptive attack, runaround attack, feverish defense, Shield Rush, sacrificial dodge, dodge and drop, feint, mighty blows, rapid strike, flurry of blows, opportunity fire
>>
>>98118637
>Yeah, I have read plenty where they can drink blood from other mammals as a temporary substitute though.
Note that the default GURPS vampire can't actually do this to avoid starvation! Draining will kill them in a few weeks unless they get human blood. The only use they have for animal blood is to heal wounds or regain FP.
I'd say a 'typical' vampire from fiction acts more like they have a Restricted Diet with Substitution, plus Reduced Consumption. Injuries just seem to heal without any blood drinking.
>>
>>98118943
It's been like a week and a half and it only takes three days for her to drag her ass to town
>>
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Can I get some advice for mixing cyberpunk and magic/fantasy? From a casual view of the books, it doesn't look like it will become unbalanced but I don't want to end up with people making something too broken. I'd rather not do the classic "you can't use magic if you ave cbertech" that's too common in older games.
Suggestions?
>>
>>98121515
>image
It's also a viable player character
>>
>>98121515
>cyberpunk and magic/fantasy
Maybe Infinite Worlds and Banestorm for mixing genres.
Maybe GURPS 3rd - Cyberpunk and GURPS 3rd Cyberpunk Adventures
Maybe the Basic Set for magic. For more, 4th ed Magic supplement and 4th ed Thaumatology if Basic Set is not enough.
>>
>>98121515
Just roll with it. Let people play cybermages.
>>
>>98121515
There's no relationship between magic and technology in GURPS. You're free to have both. It just costs you to have both.
>>
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What are the closest equivalents to the Disco Elysium skills that you can find in GURPS? Some are obvious but Im still not sure about half of these.
>>
>>98097853
>>98098257
Acrobatics is extremely useful
>+2 to dodge once per round
>kip-up means you massively decrease the penalty of using dodge and drop
>Can use it for a lot of fancy maneuvering in combat
>>
>>98126017
read their posts again, anon
>>
>>98126026
>read again
>and again
>third time
>ooooh
Reading is hard
>>
>>98126047
Should have put more points into... Wait, what would you actually roll against for basic reading comprehension and making sure you actually understood what you just read? IQ? Vision?
>>
>>98126644
acrobetics? or comback reflexes?
both are great for what OP wanted don't think too hard about it
>>
>>98126702
AERObatics is still pretty distinct from acrobatics in my opinion, even if they default to one another.
>>
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GURPS Ring of Fire pushed from August to December. :-(
https://www.sjgames.com/gurps/news.html#22312
>>
>>98126746
This is the way
lot more excited with the adventure that just came out and the basic set in a few july "confirmation"
>>
>swooping flying enemy
>Wait with a swung weapon
...I feel like there should be a penalty
>>
>>98129908
t. doesn't watch baseball
>>
>>98130213
Man I didn't realize they use axes to hit eagles
What a metal sport
>>
>>98129908
It might make sense to use the speed component of the size/speed&range table for swung attacks. It's probably too fiddly a detail even for most GURPS players, but works fine as an optional rule and gives thrusts yet another much-needed boost.
>>
>>98130625
My players thought there maybe should be one
>>
What would GURPS look like with levels and XP?
>>
>>98130860
Like shit
>>
>>98130860
Essentially the same. It's already got XP. Levels are basically just spending XP in chunks. Technically, there is no difference between very finely divided levels and freeform character creation, once each level is 1 XP. So a 250-point GURPS character could be said to be 'level 250' in such a level system. More reasonably, you might have each 25 character points equate to one level, and only let players spend them once they have earned the full 25. You could even define 25 point packages (like the ones in Action: Specialists, for example) which have to be taken to 'level up'.
However you do it, the most important elements of GURPS will remain the mechanics of play, not the character building.
>>
>>98130860
I've thought about it. It is basically what the OP said here >>98131115
I wanted to do it for something I was working on, and then realized that it just wasn't worth it. DFRPG and DF21 has the best rules for "XP"-like advancement.
>>
>>98131362
Actually the best XP system is in pyramid 3/99 titled "What doesn't kill me makes me stronger" by Scott Rochat, in which rules for assigning Kill Points for challenges are given and options for spending earned KP, including KP for character points.
>>
>>98125794
It's either an IQ, Per, Will, HT, or a DX roll.
>>
I hope revised isn't crap. Just add a few cool rules and I'll like it.
>>
>>98138234
Its existence alone is farcical
>>
>>98138313
Makes sense to me. Release a new version to get back on the market and seen by new eyes.
>>
>>98138234
There's no new rules, just some already existing ones added to the BS. It isn't really a revised edition, it's just another printing with a new layout.
>>
>>98094907
Does a blaster mage with Magery 3 and his primary "blasting" spells in the 18 plus range become a viable long range combatant? Or, is he still weaker vs somebody with a gun/bow?
>>
>>98138410
There's little difference between skill 16 and skill 20 with missile spells, so going to 18 isn't worth it unless you can get to 20. High (spell) skill in general isn't great with missile spells. If you just want to be a one-trick blaster, get Magery 1, put a point into each of six air spells, then buy Lightning up to 15 and a decent level of Innate Attack. That's still a lot of points and you only have bow-like performance. The alternative missile build is high magery and lots of FP, then make one huge attack per combat and spend the rest of the time relying on zero FP spells or weapons. This gives performance more like a muzzle-loading gun or heavy crossbow.
In general, (basic) magic isn't usually the most efficient way to kill people in GURPS, or really to do anything you can achieve with mundane tools and skills. Its strength is that you can do many different things and some things which simply aren't possible for normal people.
One example of things which aren't really possible without magic in a typical fantasy setting is area-effect attacks. These can be quite nasty if you have a combination of high skill and a good pool of FP. However, they are easily outranged by bows, crossbows, and guns.
>>
>>98138410
Build comparison:
Ice Dagger mage: Magery 2 [25], 5 prerequisite spells [5], Ice Dagger at IQ+3 [16], Innate Attack at DX+5 [16]. 62 points, attack once per 3 seconds (if aiming), Acc 2, 1/2D 30, 2d-2 imp damage, 1 FP per attack.
Archer: ST 13 [30], Bow at DX+4 [16], Fast-Draw (Arrow) at DX+5 [16], 62 points. Attack once per 3 seconds (if aiming), 1d+2 imp damage, Acc 3, 1/2D 195.
Similar rate of attack, same effective skill, archer theoretically has much better range, but unlikely to hit beyond ice dagger's 1/2D range anyway. Mage is burning through FP every attack, but 1 FP every 2-3 seconds isn't going to be a huge problem. Archer gets some benefit from high ST, but mage's other spells aren't useless either. Mage requires mana, but archer requires weapons. Overall, they seem more-or-less balanced against each other.
Alternative missile spells:
Concussion: nice stun effect, but Air college generally sucks.
Lightning: only good against those in metal armour, OK stun effect, same college issue as Concussion.
Explosive Lightning: not very efficient compared to Concussion.
Ball of Lightning: long prerequisite chain, avoids range penalties.
Spider Silk: unusual effect, probably outclassed by bolas and lassos.
Stone Missile: best FP to damage rate, great college, generally one of the best missile spells.
Fireball: not the best, but smart tactics can make burning damage useful.
Explosive Fireball: too costly in FP.
Sunbolt: only good against vampires and the like.
Throw Spell: highly dependent on other spells, but can be good.
Poltergeist: not very efficient, but some cool tricks are possible.
Winged Knife: uses weapons and isn't even very good.
Ice Sphere: inferior to Stone Missile
Acid Ball: corrosion damage is great, but 9-spell prerequisite chain is tough.

Overall, I think you can just about beat mundane fighters at their own game if you pick the very best missile spell (Stone Missile, IMO) and optimise your build.
>>
>>98138729
More high-end builds:
Archmage: IQ 14 [80], Extra FP 10 [30], Magery 3 [35], Compartmentalised Mind 1 [50], best missile spell at 20 [16], Innate Attack 20 [36]. 247 points (plus prerequisite spells). Can now shoot a 3d (+ or -3) attack every turn.
Super-archer: ST 20 [100], Strongbow [1], Special Exercises [3], Arm ST 3 [15], Heroic Archer [25], Weapon Master (Bows) [30], Bow 18 [32], Fast-Draw (Arrow) 16 [20]. 226 points. With a reflex bow, does 2d+9 imp, can shoot every turn at -1 skill and claim Acc bonus without aiming, giving effectively the same skill as the archmage.
At this level, the warrior is obviously outclassing the wizard within the narrow domain of shooting people, for fewer points. The wizard can easily branch into other forms of magic, but the warrior can take some melee skills and be a multi-purpose fighter, and has twice the HP. This is arguably not even the optimal super-bowman build, since dropping ST to 14 only reduces damage to 2d+6, which is still better than most 3 FP missile spells.
You might be able to optimise the mage a bit more with Magical Styles, but I doubt you will out-match a fighter at similar points.
On the other hand, there isn't much room to make an archer even more powerful. You can raise bow skill to arbitrary levels, but you're still only going to be killing 1-2 human-scale opponents a turn, while mages can keep going for quite a while before hitting their limit.
>>
>>98138410
I've played a few mages with this gimmick. The main advantage they have over something like a bow are the inherent properties of things like explosive fireball or lightning. The downside is the painful FP cost of most spells compared to bows. Mundane fighters will generally do better at the same cost (and higher DX means they are also more versatile), so I personally prefer using this type of mage in addition to a variety of other spells. Instead of specializing in one good combat spell, take a bunch that have utility + other utility spells and become more of a toolkit character. The traditional blaster mage is a lot more powerful with Sorcery, as the FP cost is reduced to a minimum.

All of this only applies at Tl4 and below, at TL5 guns surpass magic ranged weapons pretty much entirely outside of niche utility, and past tl5 they lose even that niche. Ultimately, think of your mage more as a toolbox character who can also sling lightning than as a pure lightning slinger and you'll do better IMO.
>>
What edition would be the best to start getting into GURPS?
>>
>>98140192
4e
>>
>>98139854
>higher DX means they are also more versatile
Fighters, especially ranged fighters, don't really have any more reason to invest in DX than blaster mages. Both roll to hit with a DX based skill. Both benefit from improved basic speed. Both need back-up melee skills. ST is the attribute that mages can save points by not taking.
>>
>>98140305
You need way less DX to throw a fireball than to throw an accurate arrow. You benefit from DX, but you don't benefit as much as a martial would.
>>
>>98141184
>to throw a fireball
Only if it's a variety of Explosive Fireball
>>
I'm sure this has been asked before, but what would be a good way of doing a Harry Potter style wizard? Basically, one that has massive utility and lots of frequent use, but gets tired over the course of a day of using magic.
>>
>>98141549
GURPS standard magic system and a high skill level
>>
>>98141549
>>98141638 is correct, default magery. It has a fixed set of spells (which you can add to), which cost fatigue to cast and require a specific skill level.
>>
>>98141184
Both require a single DX-based skill. Bow is average and Innate Attack is easy, but that doesn't really change anything. The archer does need Fast Draw (Arrow) to keep up with the speed of the mage but it still isn't enough to make raising DX worth it instead of just buying better skill. The archer will probably want to invest in other DX-based skills (such as melee ones), but so will the mage. A melee fighter with a primary weapon skill, secondary weapon skill, shield, multiple fast-draws, and maybe even acrobatics is another matter.
>>
>>98140192
This cheat sheet may help you get into the combat system as it is packed with options.
I made it when I myself was learning the system because I don't always remember things very well.
picrel Combat Maneuvers V11 (with quick fixes from V10 here and there)
>>
>>98141549
You could consider making their wands an item based energy reserve, or give a flat +5 to all spells. That would support the fiction of highly skilled spellcasters not needing wands, while 11 yr olds are still able to cast spells.
>>
GURPS Action 5 pp. 31–32 has rudimentary official rules for kicking and batting balls. Has anybody tried using them to actually simulate sports?
>>
>>98126047
get some glasses anon, c and e shouldn't look that similar
>>
>>98148020
e is just a c with one extra line
>>
What would the best books be if you wanted to run a fantasy WW2 game with the GURPS system?

Sorry I'm pretty new and I'm interested in trying to DM the system
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>>98150493
The voluminous GURPS WWII series is for Third Edition, but still largely compatible with Fourth Edition.
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>>98150493
Probably best to start from the Powered by GURPS (3rd Edition) WW2 line and add fantasy elements from other third edition books. This gives you an extensive vehicle catalogue, which isn't otherwise available, in the edition which handled vehicles best. The downside is that you don't have such a great range of options for adding fantasy elements, but you will generally find that 3rd edition is sufficient.
The other option is to go with 4th edition, which lacks WW2-specific sourcebooks and doesn't have anything like as many 1930s era vehicles. However it does have an amazing amount of options for magic and other fantasy stuff.
Either way, I suggest using the magic system from GURPS Spirits (for 3rd edition) or Path & Book Magic from Thaumatology (for 4th edition) which is basically the same thing. It's a more subtle magic system which interacts better with high-tech settings.
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>>98150762
I thought 3rd Edition vehicles have no concrete playable information outside of the Vehicles book, how is that edition better at handling them than 4th?
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>>98150493
For WW2, High Tech has many of the relevant weapons, equipment, ect. I'm not a big fantasy fan so I'll let others answer the rest.
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>>98150493
Read the Basic Set 4th edition to learn the game and if it doesn't have enough for WW2 or shooting guns, maybe get the WW2 3rd ed supplement and maybe High Tech, which has guns and tanks?

As a new GURPS GM, might want to just stick to Basic Set and go from there. You don't wanna start getting choice paralysis cause you discovered 3 supplements that all have cool shit about shooting guns or tanks and whatever and end up not being able to keep it simple.

I've see other posters give you suggestions too and that may be valid as well, but be careful about my last point I would say.
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>>98151257
There's a complete vehicle design system in the WW2 core book, and hundreds of vehicles built with it in the supplements. Vehicle damage worked better in 3rd edition, especially for very large vehicles like battleships.
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>>98147827
Page 11 bump
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There was this poster a few months ago who talked about an introductory game for new players I think where there were vampires they had to kill and it was set in the modern day.
If you're here did you ever go through with that? How did it go?
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>>98094907
>TQ: As the GM, do you adapt the speed of your combat encounters up and down according to roleplay context? If so what are your ways?

https://bira.github.io/octopus-carnival/2024/09/17/turn-length.html
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4e is over 20 years old now, has anyone ever made real assessments about firearm damage between different calibers and whether or not it's all that realistic?
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>>98166563
Tactical Shooting
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>>98166593
Got a page reference?
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>>98166563
I'm not sure what kind of "assessment" you're looking for and what you'd think is realistic.
Gun damage is a function of kinetic energy, and has been so since 3rd edition. The current formula is in Gun Stats. So damage is proportional in the same way between rounds as their kinetic energy is. How does that translate to real "damage"? About as well as correlating wound potential and kinetic energy does IRL.
As this is primarily a question of penetration by the way of DR being pegged to rolled homogenous armor, there's the question of whether higher kinetic energy is not primarily a penetration modifier. If that is your concern, there's Pyramid 3/44's Survivable Guns.
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Does GURPS have mag rail guns?
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>>98168315
Ultra-Tech p. 141
Transhuman Space p. 155
Vehicles p. 100
Et cetera
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>>98168376
I don't own Transhuman Space. What is it about?
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>>98168445
Realistic campaign setting, late TL9 with TL10 biotech
Lots of Third Edition books, plus multiple books updating stuff to Fourth Edition
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>>98168489
Interesting. I want to read it for the artificial intelligence parts.
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>>98168133
>I'm not sure what kind of "assessment" you're looking for
Consideration as to where the damage codes lie as compared to what they're generally known to perform as IRL. There are a few rounds that seem to perform better in game relative to other calibers than they do IRL, and I'm hoping someone has looked into that at some point in the last 20 years and gave it more thought than I have and more research than I would bother doing.
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>>98168912
That's less of an issue than soft armor DR being effective against fast projectiles like rifle rounds and fast grenade fragmentation
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>>98166563
It isn't 100% accurate to real-life, but it's good enough. Penetration (in simple homogenous materials used for testing, anyway) is very close to reality. The leap in damage at 10mm is a bit crazy, but that's the resolution level of the system and anything else would be over-complicated. Numerous small injuries tend to add up too fast, but that's kind of an inherent issue with HP systems. Low-damage hits to vitals or brain are maybe not lethal enough, but the bleeding rules fix that and distinguish between dead and dying quite well. High-damage hits to vital areas are maybe a little too 'lethal' if you care about the difference between 'actually brain dead' and 'will inevitably die within minutes, at most, without magic or ultra-tech' and assume that 'death' in GURPS means the former. Limb crippling seems maybe a little too extreme (rare with .22 LR, almost guaranteed with 9mm; small rifle rounds can easily cripple the limbs of hippos, rhinos, and elephants), but I'm not experienced enough with gunshot wounds or limb injuries to really say how realistic it is.
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>>98168912
It's mostly a function of the big jumps in wounding modifier. You can carve out a hole 10% bigger in real life and produce 50-100% more HP loss in GURPS because the system isn't that detailed. Anything more detailed would probably be unplayable IRL though.
.40 S&W is probably the most 'overpowered' round. It seems to have damage based on fairly generous assumptions, and sits right at the break-point of large piercing. .32 ACP gets the opposite treatment, doing half the injury of .38 ACP despite being only a little worse in real-life ballistic gel tests.
There are also rounds like the 10mm auto which simply don't seem to have their damage calculated with the same formula as the rest.
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>>98169869
>>98169904
If you want that kind of detail, check out Gaming Ballistics' old posts about the ballistics spreadsheet he developped out of the old Interior and Terminal Ballistics for GURPS article. It's got everything from "real" penetration modifiers (decimal precision iirc) and wound modifiers to damage falloff over distance.
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Do any good GURPS web tools exist? Just, in general. I'm trying to automate without relying on something like Foundry.
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>>98170465
all I know of, rolls 3 dice and adds them for you, perfectly random (i think lol) algorithm used
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>>98168489
>late TL9 with TL10 biotech
Can't believe someone already made a setting I'm trying to cobble together
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>>98169869
>but that's the resolution level of the system and anything else would be over-complicated.
>>98169904
>Anything more detailed would probably be unplayable IRL though.
I'm not sure how, honestly. If a person thinks one round is too close in damage to another round based on IRL statistics or well-regarded common perception, and then decided to bump the lesser round down a few damage points, that doesn't seem particularly complicated or unplayable.

>.40 S&W is probably the most 'overpowered' round. It seems to have damage based on fairly generous assumptions, and sits right at the break-point of large piercing. .32 ACP gets the opposite treatment, doing half the injury of .38 ACP despite being only a little worse in real-life ballistic gel tests.
This is the type of thing I'm talking about. I don't think it would be worth my time combing through everything to make assessments like these, but if I did, wouldn't the issue be solved by just raising .32 ACP's damage up a little, or lowering .38 ACP's damage down a little? It sounds simple and easy, if tedious.
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>>98171118
The problem is that the penetration numbers for each round are a good match to their damage, so adding +1 to the .32 ACP's damage would make it penetrate armor better than it should.
In order to be 'realistic' the change would need to be made to the wounding modifier. The math isn't especially complex, because it should basically just be relative to the bullet's width (or maybe length, if it tumbles). Divide that by 9mm or whatever you want to use as a baseline, and you're good to go. You will probably need a calculator, but unliving and homogenous targets already need a calculator most of the time.
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>>98106407
MY EYES
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>>98171470
I printed it in A4 and it's really not that bad, especially once you have memorized where everything is. Anon, you did memorize the Resolution sheet before coming to session, right?
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>>98171880
It's pretty bad
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>>98172462
Why post a fake wall-of-text card when six real "full-text lands" have actually been printed?
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The easyrpg! bro on youtube is thinking about making a vehicle.
>what could possibly go wrong
also page 9 bumperidoo
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>>98176580
>what could possibly go wrong
Should have been pic related, mate
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So I'm planning a prologue to my Twilight 2000 campaign where the PCs are soldiers from the Berlin Brigade who see the war kick off. My problem is that I need them to somehow make it back to Allied lines after that and West Berlin is surrounded and 400 km deep in East Germany. My plan is for them to be able to slip into the U-Bahn near Checkpoint Charlie and then hoof it to a train station at Lichterfelde in the suburbs. There they can hijack the U.S. Army duty train (which will obviously involve a fight against some rear echelon Soviet troops) and then run the train all the way to somewhere in Hesse or at least to within reasonable hiking distance to the Inner German Border.

Its obviously pretty retarded but I think its at least somewhat feasible they could escape in the chaos of an unexpected escalation into WW3. My players are sheep who like being railroaded as long as its cool so I think there being a plan won't be a problem. Am I retarded or could my PCs suspend disbelief enough for it?
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>>98094907

What is the revised Basic Set mean? What are they revising?
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>>98186027
Nothing worth spending money on.
https://www.sjgames.com/gurps/4erfaq/
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>>98182790
A nuclear war is presumably a fairly chaotic environment, with forces operating in loose formations (to avoid getting nuked) with poor command-and-control (both because many members of their leadership are now dead and because many of the troops are demoralised by what they think of as the end of the world). It doesn't seem all that unlikely that a small group of infantry who keep their wits about them could move through several hundred miles of hostile territory without encountering a vast amount of truly determined resistance. Especially if the Soviet forces are more interested in securing Berlin (almost certain not to be nuked by either side), along with its population and infrastructure, than engaging in brutal combat with heavily-armed and desperate NATO forces who are retreating away from them (and their homes, loved ones, etc.).
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>>98186043

Based, I'm buying that
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200 points in ST (+20) vs in DX (+10)
Which one is better?
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In Gundam, Newtypes can basically become ace pilots over night. In Star Wars, Force users can open less secure doors with a touch or gesture, some masters can even control droids.
Would Mind Control (Machine Only; Only for skill bonus) be appropriate to replicate these abilities?
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>>98188037
Generally speaking, DX, but it depends what you are trying to achieve.

>>98188065
That seems like full-blown 'mind control' to me. They aren't reprogramming the machines and getting a little boost from their force abilities, they are entirely bypassing the need for tools and mundane skills and directly affecting behaviour. If droids are harder to do than simpler devices, then give them an accessibility limitation or nuisance effect penalty based on complexity or something.
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>>98188065
Those are extremely different abilities, and your description of Newtypes makes it sound like you're a Feddie or Zeon higher-up.
A Newtype is nothing more than 3D Spatial Sense, Danger Sense, Empathy and the ability to form Special Rapports with other Newtypes. 3D Spatial Sense is what enables them to use Funnels, since they always know where those weapons are relative to themselves, rather than a form of telepresence. Danger Sense is the other main way their enhanced awareness of the space around them manifests, and you could maybe argue for some Newtypes having Enhanced Time Sense to account for split-second decisions, maybe with an "immediate danger" limitation.
Alternatively, just look at ESP from Psionic Powers. Combat Sense is functionally what Newtypes that become pilots develop, while Awareness is the more general case.
For Jedi, Pyramid 4/5 has Technopathy, which resembles the branch of Jedi powers in FFG Star Wars which allows you to enhance and interact with machines. For more mundane things such as lockpicking, look at how spells or psi powers that do a skill check for you work, and build it that way. It's not mind control, you're using the Force to work the mechanism or tamper with the computer.
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>>98177432
>vehicle
Turns out he's gonna do it. just saw a premiere on it that's gonna come out tomorrow, or whatever a youtube premiere is, but yeah, ready your CO masks and armor plates, although he might just start with a tricycle with a makeshift jousting lance attachment, all statted-out
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GURPS Ring of Fire crowdfunding is up. Apparently it's on Backerkit rather than on Kickstarter, with no stretch goals.
"Fulfillment" is promised in spring 2027, even though the latest GURPS News said December 2026. Maybe the physical books are shipping later than the PDFs.
https://www.backerkit.com/c/projects/steve-jackson-games/gurps-ring-of-fire
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>>98188037
DX in almost all situations, but really you want certain breakpoints of DX (14 or 16) and then swap over to other stats. I should note that for normal humans, some GMs will limit how high you can take stats like DX.
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>>98188612
Who is gonna pledge $80 to get us the PDF of revised basic set?
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>>98188801
i gonna buy the hardback and pdf deal in a couple months it's a good price imo
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>>98188801
We haven't even got the new DF adventure yet.
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>>98190776
It's six dollars.
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>>98190792
Yes, that's the point. If nobody is willing to spend six bucks and add it to the trove, why would you think people would shell out over 13 times that?
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>>98190835
Those who can pay do those who can't don't simple as. Parently gun stats is available if i could get it i would but happy it's at least accessible. ymmv
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The trove is Communism and GURPS is a Libertarian game. TANSTAAFL
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>>98193133
The concept of intellectual property--artificial limits on a non-scarce resource--is authoritarian in the first place. In libertarian utopia, creation is funded by patronage/sponsorship.
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>>98193151
>communist trying to make sense of libertarianism
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>>98193133
Anyone else think it's weird that the GURPS Propaganda skill "is used for psychological warfare by intelligence and military organizations, and for advertising and marketing in the civilian world." Just me? This along with naming some mental disadvantages "Self-Imposed" makes me suspicious of GURPS.
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>>98193169
>Infosocialism/nanosocialism
The government owns all intellectual property. Creators are funded by the government.
>Libertarianism
There is no such thing as intellectual property. Creators are funded by patrons.

These are not the same thing.
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>>98193187
????
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>>98193352
Why would they equate the two I wonder. Consider the implications that framing beliefs as a "self-imposed disadvantage" might have on their audience. What nefarious agenda do they serve I wonder.
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>>98196452
It's the skill for pushing an idea to mass audience in a largely passive way over some length of time (like adverts and slogans, rather than active events like rallies or direct diplomacy). It can be used to sell products or ideologies.

Anything that limits your character is a disadvantage in GURPS; characters with that trait have fewer options than characters without that trait, so it pays back points. Honesty, for example, is a good trait to have IRL but since it makes lying hard and a PC might want to tell a lie from time to time, it's a disadvantage in GURPS. Similarly, self-imposed limitations like a sense of duty to a group of people that prevents you from cheating or otherwise harming them is a disadvantage, because a character lacking those scruples is not similarly restricted.
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That campaign for funding the historical setting thing is doing well. I'll look forward to buying it on warehouse 23.
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>>98094907
Are there no rules for the cost of having an NPC perform a service from you in any book?
You'd think there would be something somewhere about services costing such and such amount of the cost of living for the TL, based on the skill difficulty and the skill level of the NPC.
To give a practical example, at TL8, how much do I pay a guy to do some Armoury rolls to get my gun fixed, and how much do I pay a medic to take care of me while I recover?
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>>98199984
Some of the older 3e books maybe. B514 has the economics part if you just want to try and extrapolate
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>>98199984
I have bothered my local gunsmith an unholy amount so I could give you a gameable ballpark estimate
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>>98200072
The economics section of the Basic Set sucks ass. It's by far the worst part of the book, and full of uncharacteristically vague guidance. Practically nothing on selling items (use reaction rolls and let the GM decide a price), but let's flesh out getting a job for when you're not adventuring, getting paid monthly for the job, hiring people to do your bidding, owning slaves... It's about as full of holes as clothing if you aren't using Ultra Tech and Fashion Forward.
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>>98200555
Well yes because they wanted to streamline the 3e jobs system, failing miserably
But you could still calculate a ballpark wage with it
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>>98199984
>To give a practical example, at TL8, how much do I pay a guy to do some Armoury rolls to get my gun fixed, and how much do I pay a medic to take care of me while I recover?
There's so many factors involved in both of those questions that it's nearly unanswerable. Where this takes place being one of them.

One thing I can say is that there's two major types of gunsmiths, those who do it despite shit pay because they love the work, and those who are so good, specialized, or hyped up in gun circles that they're able to charge enough to make a good living.
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>>98199984
Very very roughly: determine the service provider's monthly income based on TL and assumed Wealth level of a professional; divide that by 25 to get a daily rate or by 200 to get an hourly rate; then charge accordingly based on the time the service takes. If necessary, add in materials costs too.

This approach works best for small independent business with regular clientele, like your gunsmithy example. The more overhead or logistics involved, or the longer the expected gaps between jobs is, the more likely it is to be way off base. This means it's a poor match for your medic example (but thankfully Bio-Tech has some guidelines on p. BT134, in the 'Do You Have Insurance' textbox).
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Steve Jackson himself has conducted an interview with a random YouTuber regarding GURPS Ring of Fire. Mildly interesting tidbits from the transcript:

>What was the building blocks, exactly, or the breadcrumbs that led to the creation of this book?
>Well, I was an admirer of the series. Simple as that. I met Eric at LibertyCon and I said, "What about it?" He did a little homework and then got back to me with enthusiasm. And it was a tragedy when he died, because he had an extremely flexible mind, a great deal of enthusiasm, and he didn't try and put himself over anybody.

>We're getting some new maps executed by cartographers who have worked in the series, but now they have color and bigger pages to work on. So we're not just taking maps from the book and blowing them up in smeary black and white.

>The point is not to be new and different. The point is to be an accurate bible and play aid for Ring of Fire fans or for GURPS fans who want this great new background. So it is respectful of canon. The only thing that it does that I would say is new and different is bigger, prettier maps and applying organization and a table of contents, an index, and so on and so on, so you can easily find this stuff without having to remember, "Which novel was this in and where?"

>We did a survey--many years ago now, but I bet it still largely holds true--of the people who were buying our GURPS sourcebooks, and 30 percent of them were going to play it with GURPS. Another 30 percent had another system they really liked but were using this as a sourcebook and were playing in the world as described there. And 40 percent just wanted to read it. They weren't roleplayers.

https://www.sjgames.com/ill/a/2026-06-14
https://www.youtube.com/watch?v=vJiO9f-9x3Q
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>>98094907
Does anyone remember the D&D Arcade games? You know how in Tower of Doom and Shadow Over there's an evil Shadow Elf spell sword? The guy is like a barbarian mixed with a wizard mixed with a third edition warlock because he doesn't run out of magic. Are there any pre grenned examples of a character like that as an NPC or PC? Basic concept is
>At will low mid level magic effects
>Evil
>Swordsman
>Short range teleport
>Lightening
>Necromancy summons (low level mooks)
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>>98204611
No, there's aren't a ton of pre-gens to begin with and the vast majority of them are for baseline Dungeon Fantasy, which both removes access to teleportation spells and uses a magic system centered around managing FP through a long dungeon crawl.

That being said, it wouldn't be hard to make a character like this using character templates. Though these are largely still for DF, there are some variant magic systems that don't use FP, as well as powerups that grant access to teleportation magic. I think the easiest approach would be the Unholy Warrior variant from DF3 along with the Warrior-Saint lens from Pyramid #3/36's article Dungeon Saints. That lens modifies (Evil) Clerics and (Un)Holy Warriors to use the Divine Favor system rather than traditional FP-based magic, meaning you're decoupled from FP costs entirely. After that, make sure you take Zombie Summoning (from Dungeon Saints), some flavor of Innate Attack for the lightning bolt (usually a Burning Attack with some combination of Overhead, Arcing Surge, and/or Side-Effect: Stunning), and assorted low-level magical effects as learned prayers.

RAW, a character would need a 10-point Unusual Background to be able to know a teleportation effect. Once you've paid that, write up a short-range teleport ability--something like Warp (Max Range 10 yards, -50%; Reliable 5, +25%) [75]--and make sure you have enough Divine Favor to buy the teleportation as a learned prayer. For that 75-point teleportation effect, you need Divine Favor 11 and the ability would cost 15 points to learn. That's well beyond what an Unholy Warrior-Saint starts with, though, so it might not be available to a starting PC. Teleportation effects are very powerful and GURPS prices them accordingly!
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>>98205117
>some flavor of Innate Attack for the lightning bolt (usually a Burning Attack with some combination of Overhead, Arcing Surge, and/or Side-Effect: Stunning)
Oh, should have included that there are many pre-made lightning bolts you could use as examples when building yours. Powers has a few on page 139 that all cost 50ish points but can be scaled down (the from-the-hands lightning bolt ability, for example, is 10 points per die of damage); after that, just slap on the Unholy (-10%) power modifier and you're good to go!
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>>98205117
>>98205199
This guy is NPC territory for the most part. I just wanted a start to think about a viable PC version.
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How is the revised Basic Set gonna be purchaseable? I kinda want it, the old Basic Set is hella dated.
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>>98208903
>How is the revised Basic Set gonna be purchaseable?
According to the FAQ ( >>98186043 ), the PDF will be 50 dollars and the physical version will be 80 dollars.

>I kinda want it, the old Basic Set is hella dated.
LOL. >>98186043
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>>98209140

I saw that. I think the addenda and the reformating seem sensible, a lot of that stuff I use so it would be nice to have it all in one place. Do we know if they are keeping the old magic system? I hope they add sorcery on top of RPM.
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>>98209190
>Do we know if they are keeping the old magic system? I hope they add sorcery on top of RPM.
t. too retarded to click on a link and read a webpage
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>>98209255

Why reply when you don't know the answer.
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>>98125794
I'd treat each DE skill as a wildcard, maybe. Then assign each wildcard something resembling its own character sheet. Give it mental advantages and disadvantages that define its personality and near-supernatural abilities for some of them (like Inland Empire). Each wildcard also comes with the Uncontrollable limitation, as per the variant from GURPS Powers, requiring a Will roll at a penalty equal to the wildcard's relative skill level to avoid the skill doing something funny. These would be a lot of wildcards, though, and the drawbacks I'm describing are outweighing the benefits, especially when wildcards are already so gosh darn expensive, so you may wish to reduce the cost of each skill. Maybe cut the cost in half from usual, so a DE skill at attribute level is only 12 points, then 6 points/level after that.
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>>98209524
Ah, nvm. I misread >>98125794. You want to know how to map each skill from GURPS to DE. That'll take some effort. What I might recommend is looking at Power Ups 10: Skill Trees, not for the skill tree rules, but for how it organizes things; it does a pretty good job of sorting every skill in GURPS into complete separate digestible categories. Then you can reorganize them from there. Also look into Power Ups 7: Wildcard Skills to build the actual wildcard skills.
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>>98188037
DX is almost all situations. I have a house rule that uses logarithmic costs for ST, so 200 points would actually get you ST (×5), not just ST (+20). Even then, DX is still a strong contender.
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>>98188612
>funded twice over

Cattle
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What tools and play aids do you guys use to run GURPS?
For me, a software that searches through all the PDFs at once is 100% necessary.
My players know more about GURPS than I do. Sometimes they reference shit and I don't know where it is so I have to search it up.

I'm using DocGoblin, but I don't know if there are better ones out there.
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>>98188037
20 DX means almost all physical skills default to 14-16, and (assuming HT 10) you have Basic Speed 7.50, Basic Move 7, and Dodge 10.

That's all obviously really good, but I think a lot of people in this thread are selling ST 30 short, probably because they're only looking at the damage component of ST. Like yeah base 5d+2/3d damage is quite nice, especially if you have access to +2/die damage bonuses, but that's nowhere near as good as the benefits of DX20. However, high damage is just the beginning.

ST 30 means 30 HP, which means you don't even risk death until you hit -30 HP. That's 60 points of damage to get you from full health to first death check, which is enough to bring the average person to the auto-death threshold. The amount of damage you can just absorb with 30 HP is simply insane and its value cannot be overstated. 30 HP also means x3 healing rates, from both natural and supernatural healing sources; that 1d Minor Healing Potion you can buy half a dozen of is a 3d healing potion for ST 30 characters. Lastly, ST 30 gives you a Basic Lift of 180 pounds. That means you can comfortably wear the heaviest armor and equip the largest shield without worrying about encumbrance (unlike poor l'il DX20man, who's BL 20 means those impressive Move and Dodge scores are gonna drop quickly if his tries to wear anything protective, strap on a shield, or even carry around a pack in a dungeon). All that protection means your massive pile of HP will take you even further.
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>>98212916
If you've got access to good gear, then high basic lift is absolutely amazing. For a TL 3-4 character with no points in wealth or other traits which improve access to equipment, it probably isn't going to make enough difference, especially if your skills aren't that good. At TL 8 with access to military-grade stuff and sufficient funding to load yourself up with it, then things are very different. Likewise, if you're able to afford head-to-toe heavy armour at TL 3-4, you can become almost invulnerable to ST 10 opponents (although DX 20 ones might still be an issue due to eye-slits).
Out-of-combat utility is also heavily dependent on gear. +10 DX can handle serious penalties for not having the right tools, and is obviously better for things like stealth, driving, climbing, and so on. But several hundred pounds more equipment will go a long way, and DX doesn't help you find food, water, shelter, etc. or build and repair stuff.
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Okay but what about 200 points into IQ?? I'll just out-smart everything with my amazing mental prowess.
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>>98213781
> For a TL 3-4 character with no points in wealth or other traits which improve access to equipment, it probably isn't going to make enough difference
At character creation, you’re absolutely correct. But in the vast majority of TL3-4 games (which is also where 99% of ST vs DX debates occur), starting wealth stops being relevant real real fast. By time the PCs have looted their second cursed tomb of everything that wasn’t bolted down, even Average Wealth characters can start shopping around for pricier gear. Weight, however, remains a limiting factor for much longer.
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>>98214008
Feels like there is less room for debate because IQ is generally agreed to be the best value attribute unless you're running a very hack-and-slash (or shoot-em-up) game. Even in combat heavy genres, psis and mages can be very competitive if they invest heavily in IQ. Magery 2 and IQ 20 is a superb foundation for a highly efficient mage.



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