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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.
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>>98097853
I don't think I've ever seen a character take aerobatics in the entire time I've been playing this
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>>98098257
There have been lots of rules and skills that are used for the first time ever in my recent sessions
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>>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?
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>>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
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>>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
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>>98108499
Where are the rules for forced sex?
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>>98108670
Sex and Pregnancy supplement
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>>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
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>>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
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>>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.
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>>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
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>>98110287
You could have them encounter the vampire again during the night, like it comes to them.
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>>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).
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>>98113560
Maybe the vampire sends his goons after the party, perhaps to capture and bring them to him.
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>>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
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>>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.
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>>98114014
It's the Basic Set vampire so I think that one heals pretty fast if it can drain people
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>>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.
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>>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!
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>>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
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>>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.
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>>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?
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>>98121515
>image
It's also a viable player character
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>>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.
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>>98121515
Just roll with it. Let people play cybermages.
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>>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.
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>>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
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>>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?
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>>98126644
acrobetics? or comback reflexes?
both are great for what OP wanted don't think too hard about it
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>>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
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>>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
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>>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
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>>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.
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>>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
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>>98138313
Makes sense to me. Release a new version to get back on the market and seen by new eyes.
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>>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.
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>>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?
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>>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.
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>>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.
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>>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
>>
>>98150493
The voluminous GURPS WWII series is for Third Edition, but still largely compatible with Fourth Edition.
>>
>>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
>>
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.
>>
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.
>>
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).
>>
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
>>
>>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
>>
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.
>>
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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>>98212300
Just GCS, pretty much. I generally don't like halting a game to find a rule, particularly if it's not a life or death matter or a BBEG or whatever, so if I'm ever in that situation where I don't know a rule offhand I just do what makes the most sense given how GURPS works otherwise.
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>>98212300
>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.
Since not all GURPS rules are compatible with all campaign types to begin with, it's often a good idea to start a game with "we're only using these rules" or at least "we're only using these books." Limits your workload and helps nip shit like that in the bud. If a player wants a special rule to be included, they can bring it up beforehand with a source and you can yea/nay it well before it being sprung on you at a climactic moment.

I used to DM D&D3.5 games back in high school and was similarly blindsided by players relying on "creative" rules interpretations or busted character options from some obscure OGL book and not telling me about it until the moment it was relevant (and often critical to their immediate survival, which forced a snap decision with no good answer). That was when I learned that you sometimes need to force players into remembering that everyone's playing a cooperative game of pretend and that keeping secret plans from the GM can often fucking suck.
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>>98219281
It's not as much of an issue in GURPS since you can't really turn up with something really busted that you couldn't make with the BS rules
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Call for playtesters for GURPS Armor Design is on the SJG forum. Looks like it will be a true autism-friendly build system. Anyone familiar with the old Vehicles/Mecha/Robots rules is suggested as a good fit. Obviously engineers, re-enactors, and those with a military/LE background would be helpful too.
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>>98224680
they'll do anything but vehicles
>>
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>>98227991
I'm fine with armor design but I can't understand shitcanning Vehicles when it was almost done
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does someone have gurps vehicles 3
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>>98228450
They had to focus on more important stuff like Ring of Fire.
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>>98228464
Don't forget the critically important sensitivity changes.
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What if: a community version of GURPS edited for insensitivity?
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I'd play that. The new "revised" edition immediately lost my money when I found out the only reason it was being made in the first place was so that they could censor it.
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>>98228704
I'll make the logo in HTML and SVG.
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>>98228972
I think it's inane but also understandable that they both want to put GURPS back into the public consciousness and don't want to be crucified by some Youtube grifter for saying hecking gypsy and chink
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>>98229011
GURPS definitely needs to be revised and brought back into the public consciousness, but trying to censor it is the wrong way to do it. The social tide is turning in that regard, and right now is the WORST time for them to try and appeal to that crowd.
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>>98229103
Even in 2015, there would probably have been more money in appealing to the 'far right' counter-culture than chasing the 'modern audience' like the rest of the industry. The few companies which embraced the culture change seem to have done well. Even just not changing anything would have been fine. But they are boomers, so they only update their worldview in one direction, and rarely, and now they are aiming their product at a collapsing market segment while alienating the largest and fastest growing youth culture since punk.
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>>98229103
>>98229128
I'm not convinced the alt right market is all that big outside 4chan
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>>98229128
Very true and exactly my point. SJG has held out for YEARS without updating the Basic Set, but now, at the 11th hour, they decide to hitch their wagon to the losing team. They're going to make themselves irrelevant for the next decade again at this rate.
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>>98186043
embarrassing
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>>98229103
>right now is the WORST time for them to try and appeal to that crowd.
you failed to introduce "that crowd" in your sentence. I'm not understanding your post fully
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>>98229011
>and don't want to be crucified by some Youtube grifter for saying hecking gypsy and chink
Pal, everyone working at SJG is exactly the type of person who would crucify people for saying hecking gypsy and chink if they were born 30 years later.
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>>98232475
Yes but they don't want to get eaten alive by that crowd either
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>>98232501
Yeah sure but my point is they're not a neutral party getting pushed around by progressive faggots, they are the progressive faggots.
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>>98228972

Bro how unemployed and maidenless are you? Work on that resume rather than spend your time insulting everyone in this thread (I know its you behind every one of those posts). Maybe you'll get some bitches on your dick if you bring home a paycheck (protip: watching right wing grifters won't get you employed).
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>>98233911
NTA but this is so toothless and ineffectual that I suspect it may be genuine rather than insincere bait.
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>>98233911
>>98233914
I kinda liked his post.
To summarize, make money, fuck bitches and never forget your table of critical head blows and range S/R table.
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>>98228464
Vehicles 4e coming after ring of fire. TRVST THE PLQN.
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>>98237347
Vehicles is coming after Armor Design, not Ring of Fire. Pay attention.
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Birds having "one hand" instead of "no fine manipulators" because they have a tongue is incomprehensibly retarded.
Also "no (fine) manipulators" should have a normal point value, or *at least* give extra points for selling ST and HT and not just be a discount for additional ST and HT, because like if you have <11 ST or HT you just have a harsh disadvantage for fucking nothing.
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>>98239888
It is retarded. Few birds can manipulate objects with their mouthparts better than a mammal, especially a human. Template Toolkit 2's Avian meta-trait mostly fixes this by giving them foot manipulators and ignoring the beak-and-tongue thing.
I'm not sure what you mean by NFM having a 'normal' points value. It's a [-30] disadvantage, which is fairly significant. Do you think it should be worth more?
The one which is incomprehensibly only a limitation rather than a disadvantage is Cannot Wear Armor, which is a limitation on DR. The more DR you have, the less you care about armor, but the more points it gives you. DR 0 characters get no points at all, despite being horribly vulnerable!
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>>98240081
My bad, I was wrong on multipe counts.
If you are one of the fully grown rat snakes in my backyard, you are a Size Modifier 0, with the "No manipulators" disadvantage if you were to play yourself as a warrior maximizing ST and DX, you would have 138 more points than a human who did the same, but if you choose to play yourself as an alchemist maximizing IQ and HT, you only get the additional 50 more points compared to a human doing the same.
It's a disadvantage that costs more negative points only for certain play styles which is weird. No (fine) Manipulators should let you sell base attributes for 40% more (-14 to go down a level of ST below 10, and -28 to go down a level of DX below 10) on top of what it already does, if it should even keep the discount.
Also ST and DX are odd choices, any way. And it is weird that I am in the same SM as a rat snake which my 50lbs dog can throw around.
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>>98240973
Template Toolkit 2 fixes the snake SM issue by giving long, thin races a negative build adjustment, so a 6' snake is SM -2 rather than SM 0.
I think the reasoning behind the ST and DX discount is that fighters are at a greater disadvantage than other characters if they can't wield weapons. Going by that logic, it 'should' also reduce the amount you get from selling off ST and DX, because you're apparently not playing a character who really needs weapons.
However, it seems unfair that an optimised mechanic or hacker with no hands gets screwed compared to a warrior, despite being arguably even more impaired by the disadvantage. It's also a bit strange that no other disadvantage which limits you in combat (including a vow to always fight unarmed) gives a similar discount.
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>>98241709
I had never assumed it was to compensate for playing against the disadvantage, I thought it was to reward you for working with the disadvantage, the choice of DX makes a lot more "sense".
In grounded settings, IQ is way more harmed than ST by No (Fine) Manipulators, and in grounded and most traditional fantasy settings DX is raped by No (Fine) Manipulators.
I think I hate the discounts more now, it seems silly to value base attributes by how much they are affected when that affect changes wildly based on setting when you are in the base set for General Universal Roleplaying System.
I mentioned HT because I wrote that in my reference document as a house rule assuming the intention of the ST discount was to make Horses/Elephants/Moose cheaper points wise, not to give NFM players a reason to buy strength, you already HAVE AR REASON TO BUY ST IT IS THE ONLY WAY TO DO MORE DAMAGE!!!
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>>98237366

Armor design sounds interesting. Armors is something I homebrew because I felt the tech books were unsatisfactory. Low-tech is the best but still leaves a lot to be desired.

Having a proper vehicle book that isn't spaceships style slop would be the dream though.
>>
Every day, heavy vehicle convoy campaign in an alien swamp gets farther away.
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>>98106407
Was this AI generated? looks like ASS
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>>98186043
Gonna cry?
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>>98243687
Spaceships is OK, I just wish it were actually good for spaceships
For starters it has a way to deal subsystem damage that isn't ass unlike the vanilla vehicle damage system, but then spaceships deal so much damage any system getting hit vaporizes the ship
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Vehicles 4E VILL get released. And you VILL be happy until the end of your days.
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>Gun Stats
>Armor Stats
>All autistic math shieet probably and made by Pulver
I'm noticing something...
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This wording emphasizes being extraordinary as standard. It seems like being an adventurer is a part of the design philosophy of GURPS.
The issue is that taking "great" actions is unintuitive to an average player. There are no incentives for GURPS players to risk their neck and to do dangerous things. How do you address players playing it too safe?
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>>98247874
Put them in situations that force them to take risks or have shitty skills to deal with. Not deliberately so to fuck them up on purpose, just have variety.
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>>98247224

Yeah, I did a test run of Spaceships but it unfortunately felt like complete slop.

I'm not defending Vehicles 3e though. I feel like that system isn't good either. It works for building somethibg you got the "spec sheets" for, but as soon as you have to start making up numbers for sci fi vehicles it breaks apart since the numbers are no longer anchored to anything real, so if you don't know what *should* be realistic, it won't make sense.

The ideal is probably something that is easy to build, has a point value so it can be converted into a character and where the numbers actually make sense.
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>>98247874
>There are no incentives for GURPS players to risk their neck and to do dangerous things. How do you address players playing it too safe?
Really? In my experience, even people who are very cautious in real life have no problem taking risks with the lives of their characters. My players regularly engage in deadly combat, investigate frightening situations, and do all kinds of dangerous things. They generally try to do these things in ways which favour their odds of success and survival, but so do (most, well-written) action heroes.
If your players are too cautious, you have the disadvantage system to push them towards recklessness. Most GURPS characters have at least one major psychological or social problem which can be exploited to drive them into action.
Of course, like most 'adventurers' in fiction, PCs can be driven to action by circumstances. John McClane in Die Hard is trapped in a building full of terrorists and does his best to contact the authorities and let them deal with it, only fighting because it is necessary for the survival of him and his wife. John Wick tries to live a quiet life, until someone goes out of their way to antagonise him. Even pulp heroes like Conan are mostly just doing their 'job' (even if that career is a dangerous one like mercenary or thief) or trying to escape (or rescue someone) from dangerous situations when they get into adventures.
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>>98247874
>There are no incentives for GURPS players to risk their neck and to do dangerous things.
That's all up to thew GM. Sure, a high speed car chase might be dangerous, but letting your one lead get away might be worse. Climbing up a sheer wall might be dangerous, but far safer than getting caught by the rape squad that just chased you into a cul-de-sac. Sneaking into a dragon's lair to steal the McGuffin sure ain't safe, but compared to facing down four hundred tons of magical intelligent flying volcano-breath lizard in direct combat...
If there's no need for risky actions then how much of an adventure was it really?
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>>98094907
Anyone here uses GCS? I wanan learn how to make custom powers there
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>>98252998
I used it a couple times to make a character
>>98247042
agreed, some people should never be allowed to use computers or make stuff at all for that matter
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Steve Jackson says no generative AI in GURPS.
https://www.sjgames.com/ill/archive/2026-06-25
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>>98258536
Didn't last Pyramid issue had AI generated images?
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>>98259465
If so, somebody please post them and get banned on the SJG forums
I have been b& since like 2013 so I can't do it myself
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>>98259490
reason for b&?
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>>98260261
Accused of being someone's alt, which was bullshit then and is bullshit now
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>>98260307
wait like they didn't like what you said and called it "probably an Alt, can't do"? I wouldn't be surprised seeing as one of the really good guys from the 4D rpg movement got banned there, couldn't have been from shit posting cause of who he was (dead now, actually, rip him)
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>>98258536
>Steve Jackson says no generative AI in GURPS.
>>98259465
>Didn't last Pyramid issue had AI generated images?

I have AI slop as much as the next anon, but I'd rather they use generative AI for illustrations if they'd drop this dogshit art style they use in 4e.
It is very off putting.

> will not knowingly publish AI slop (except, perhaps, to mock it)
And yet they publish pic related with a straight face.

I miss black & white art and Smiff

But my read from anon's pic is that they're more focused on the text slop side of things.
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>>98260648
>I have AI slop
*I hate

look at those awful pictures
you could just feed them to the AI machine and say "make this illustration less gay and retarded" and it would return something better

"we wouldn't ever use AI. what? no, we don't want to pay for good art either"

I get angry because i like gurps, but I also hate ugliness. it's a dilemma
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>>98258536
>publishes Munchkin
>supposedly against slop
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>>98260680
>you could just feed them to the AI machine and say "make this illustration less gay and retarded" and it would return something better
IT LITERALLY WOULD!

it is not a question of using or not AI, it's just that they don't have the parts of the brain that would say "we can't possibly publish something this dumb. people will laugh at us, and well deservedly"
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Dimly glowing brain: Sell books with bad art
Somewhat glowing brain: Sell books with good art
Brightly glowing brain: Sell books with no art
Galaxy brain: Sell the same book with no art at a lower price and with good art at a higher price
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>>98260786
Why don't they just go back to b&w and 3e style of art?
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>>98261640
>Why don't they just go back to b&w
i don't know, anon, but I have a hunch

>inb4
it's real, it's on warehouse23 store
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>>98258536
They will literally publish tracings (Dan Smith traced a lot), crude paintovers of Poser models (Magic), and even stock photos with ugly filters, but draw the line when technology advances enough to actually make things look good for cheap?
Even if it's mostly about text generation, LLMs/GAI is actually really helpful for things like research, brainstorming, editing, and shifting your writing style, so long as you actually know how to use it. It seems like SJ is just another old man who has an extremely limited and out-of-date understanding of the issues and way too much confidence in his own opinion.
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>>98263047
I can see the argument being "if you just got the AI to shit this out, why should I pay you for it when I could just ask the AI directly"?
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How much would berserk cost as an advantage if you removed the bad parts?
Here's the good parts:
>You’re immune to shock, knockdown, and stun, and your injuries cause no penalty to your Move score. You make all rolls to remain conscious or alive at +4 to HT. If you fail no rolls, you remain alive and madly attacking until you reach -5*HP. Then you fall – dead!
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>>98263047
>LLMs/GAI is actually really helpful for things like research
Lol
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>>98263882
Immunity to knockdown stun and shock is Immunity to Pain (Powers: Divine Favor p 10). Remaining conscious and alive is 4 ranks of Hard to Subdue and Hard to Kill, respectively. No penalty to move score is harder to do, theres only one advantage that even sort of replicates it in GURPS, and thats supernatural durability. Were I statting it individually, I'd probably say it'd cost about 10 points.
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>>98263940
Forgot to add prices. 30 for pain immunity, 16 for hard to subdue and kill combined, and 10 for the move thing. Total of 56 points.
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>>98263940
>>98263951
Thanks, I'll go with that. I'm surprised there's no advantage for avoiding penalties for being at low hp/negative hp.
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Holy shit I've been doing "dodge and retreat" wrong for about two years
Somehow I missed the part that says the bonus applies to all defenses made against the same opponent, which means that in my games, dodge and drop/retreat was just a +3 to one defense per turn instead of +3 vs one opponent per turn.
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My player wants to buy the ability to dodge and drop and get up instantly without spending his turn.
I'm thinking:
>Altered Time Rate limited to "getting up from prone after a dodge and drop"
>full points in the acrobatic stand technique with a +100% cost on top for a "cosmic: no rolls required".
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>>98264021
Yeah this distinction is really important, as it prevents enemies from raping you with all out doubles, rapid strikes, extra attacks, dwa, ect.
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>>98264021
If it makes you feel better I have played it wrong for 15 years now
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>>98263904
>Lol
check this fool
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>>98264306
It's been turbo useless for whatever I have wanted to research so far
Old school google fu across multiple old school forums inhabited by boomers speaking various languages = results
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I want to work out the design for a giant aircraft with turrets, VLS and ship-size crews. Can I do that using Spacecraft or do I need to dust off Vehicles?
Or is there a different system with a suitable construction system? I doubt Battletech quite does the trick.
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>>98264331
Battletech aerospace anything suuucks. I think Spaceships can kinda sorta do what you want with all splats and Pyramid articles
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>>98094907
What would the tech level be for colonizing a black hole or a sun?
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>>98264544
12
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>>98264371
On one hand Spaceships generally seems to be far less of a hassle than Vehicles to make things wish, I like weapon systems being abstracted for instance, but at the same time I don't see how to adjust the air performance for different atmospheres or gravity, something that was easy enough to take into account in Vehicles.
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>>98264544
What do you even mean by that?
If you mean placing a colony on the surface of a sun, I assume TL11 is the bare minimum for sun shields made of exotic materials. Contragravity requires TL10^.
Using black holes in power plants is canonically a TL12 innovation.
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>>98264323
different experience here
it's been great on any topic except actually finding me a damn job or connecting the dots, it's too positive sometimes especially for that type of stuff, but if you want to train any skill you've got the perfect teacher and personal assistant
when it comes to googling and reading forums, first there is too much to read and Google now is less performant at "finding what you need" than how it used to be (fast and to-the-point), and second and even worse, too many gatekeepers on forums, in my opinion of course, like here for instance when you ask a question or seek advice about a competitive or getting-money-related endeavor
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>>98264743
>first there is too much to read
My research mostly involves handloading for older firearms so I pretty much need the exact data, AI will frequently guess at something in that direction but it will never tell you how it came by the data and you can't find that exact load in the source it may or may not provide
I'm not blowing myself up trusting robots
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>>98264951
you did not get the reloading manual for your firearm? only trust that, and even then look for pressure signs on the spent casing and around the primer, unless you're like using muskets in which case I have no advice
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>>98265541
>reloading manual
>for stuff like 7.5 Nagant
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>>98263904
It is if you know what you're doing. Obviously in the hands of a typical midwit it just gives hallucinated results which get accepted as fact, because midwits lack critical thinking skills. But for stuff like 'search these 100 books for the most relevant information and give me the page references' it works great. You still need to actually read the material, but you can find it easier than you could using most search tools (I guess there are people who can do similar things with other tools, but I think its much easier to learn to prompt a LLM than it is to learn such specialist skills).
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>>98264544
Both seem likely to be TL 12^, although at TL 12 the line between science and super-science can get a bit blurry, because it implies knowledge of science well beyond our present-day understanding.
If you're willing to compromise on the usual understanding of things like 'black hole', 'sun', and 'colonizing' you might be able to do it with less. A space-station or even a Dyson sphere in a close orbit around a very small, dim star seems quite plausible at TL 12, maybe even TL 11. Likewise, a tiny black hole could probably be contained in some kind of inhabited structure at TL 12. Transforming yourself into an energy-being or other exotic form of 'life' which can survive in such environments is definitely on the agenda at TL 12^ and may be possible at TL 12 or TL 11^.
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>>98265802
And why in your right mind did you decide on handloading for THAT? There isn't commercial ammo for it? You are in hipster niche territory, fyi.
v e r i f i c a t i o n n o t r e q u i r e d
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>>98266163
Handloading with a manual is babby shit but I still like to google around for handguns because the tolerances are minimal unlike for rifles
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>>98263047
There are better and more impressive ways to try to bait gurpsgen than pretending AI is good, anon.
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If using Cutting Edge Armor design, if I have a flexible armor with max DR (like a DR 20 improved kevlar vest) and then I add ceramic inserts on top, do I get the -1DX for layering armor?
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>>98265541
>you did not get the reloading manual for your firearm? only trust that, and even then look for pressure signs on the spent casing and around the primer, unless you're like using muskets in which case I have no advice

Did the """"perfect teacher""" teach you about this too? Firearms don't have specific reloading manuals, the process of reloading cartridges in general involves gradual and safe experimentation that requires the average reloader to not "only trust that", and the rest of your post is describing the absolute rock-bottom basics that anyone who even knows that 7.5 Nagant exists would already be intimately familiar with. What you're doing here is basically the equivalent of talking to somebody who wants to get into rally driving and then explaining to them that they have to take the gas cap off in order to refuel the tank.

AI either makes you retarded, or you have to be retarded to have faith in it like you do, either way you're a good case study.
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>>98268934
>Firearms don't have specific reloading manuals
They kinda sorta do in that some 6.5 Swede data is specifically for weaker Mauser 96 actions and some revolver ctg data also specifies whether it's for break-opens/otherwise less than modern guns, but generally that's right
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>>98268963
Yeah, but even then it's not firearm specific manuals it's footnotes within general reloading manuals, and I didn't want to have to get into the weeds of it all and explain the possible caveats in the post since it would detract from calling him retarded for using AI.
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>>98269089
In VV manuals there's a separate section for 6.5 Swede and higher pressure 6.5 SKAN but anyway
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>>98268229
HT doesn't give you layering penalties for modern body armor so I guess not. It doesn't technically count as layering.
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>>98269246
Ok. That honestly makes more sense because flexible armor just seems better in every way, at TL 8-10 both in terms of max DR, price per DR, and lbs per DR. The solid materials don't make sense to use as perosnal armor as statted, they only make sense if you can layer them on top of flexible armor.
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>>98269916
Yeah in GURPS soft armor tends to overperform, in reality you might as well put on a cardboard suit against rifles
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>>98269246
>>98268229
With cutting edge I generally houserule that you can combine hard and soft armor as long its designed to mesh together from the start without layering penalties. IE a armored spacesuit with a soft underlayer and hard shell wouldn't suffer penalties, but wearing a hard upper layer over a kevlar vest would.
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>>98248447
>It works for building somethibg you got the "spec sheets" for
This is Guns, and it will be Armor, and also Vehicles 4e. It's, frankly, an awful system. Even getting the specs can be extremely difficult and time consuming, with more obscure stuff, prompting you to make shit up anyway. All three should be splats that guide you on how to come up with numbers, because they're otherwise useless to me. I already have HT, I want to make TL9/10 guns, for which no data exists.
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>>98270552
To be fair, there is a beam weapon making system in pyramid, forgot the issue, but it's pretty detailed.
We need something similar but for solid projectiles.
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>>98095196
It's such a shame. Imagine all the incredible GURPS powered vydia we could've had. Instead we're stuck with endless shitty D&D slop.
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>>98270569
Tech and Toys II
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>>98271257
When fucking pathfinder of all things got not one but two vidya, you'd think someone would have made a gurps vidya but nope.
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>>98271296
Fallout tried, and was denied. I'm still salty about it.
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>>98268934
>Did the """"perfect teacher""" teach you about this too
no I read one of the reloading books about load development and safety concerns, these are the basics
>Firearms don't have specific reloading manuals
yes they do, if you use a .308 rifle, you get the .308 reloading guide, etc..
>the rest of your post is describing the absolute rock-bottom basics that anyone who even knows that 7.5 Nagant exists would already be intimately familiar with
I doubt it taken as the OP says he googles shit about reloading and may not even be actually reloading
>What you're doing here is basically the equivalent of talking to somebody who wants to get into rally driving and then explaining to them that they have to take the gas cap off in order to refuel the tank
get off your high horse you sound stupid
>
AI either makes you retarded, or you have to be retarded to have faith in it like you do, either way you're a good case study.
again, calm down and/or take your meds you're not it
and if you think I use AI to teach me about reloading I don't. I learned with books and elbow grease, also gear investments and patience to get the right powders and projectiles, and time at the range doing things right, at 50 yards my load does a group of a third of an inch and I'm only getting started
stupid-ass internet warrior KYS
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>>98271401
>I doubt it taken as the OP says he googles shit about reloading and may not even be actually reloading
Yeah I google rounds that have next to no data about them because I hope some frog has blown himself up so I don't have to? German reloader forums are great about autistic stuff like 9x23 Steyr because a load a smidgen too hot will instantly fucking wreck the gun and anything less will not cycle in the M1912
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>>98271433
>I hope some frog has blown himself up so I don't have to
bro don't be so edgy it's dangerous stuff and if you don't lock-in you can lose an eye or a finger, if you're doing a totally unknown load development you put the rifle/handgun in a test bench and pull the trigger from a distance
>stuff like 9x23 Steyr because a load a smidgen too hot will instantly fucking wreck the gun
bro stay the fuck away from that gun then what the hell?
>anything less will not cycle in the M1912
k, so basically a dangerous gun to reload for, nice going, brother in handloading, might as well walk along the edges of tall buildings with your shoelaces kind of loose and thinking "them views" are worth it

I do have a batch of max load 357 (equivalent of Buffalo Bore heaviest bullets and velocity) that I should probably find and decomission, given as with time the bullet will stick to the case more and thus increase combustion pressure
>>
>>98271401
>>98271488
You sound extremely ESL, why are you allowed on this board?
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>>98273618
I am ESL, good catch.
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>>98274120
>>98273618
What is ESL?
>>
>>98275013
English as a second language
Technically, LEP (limited English proficiency) is more accurate.
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>>98275036
Ah I see. Thank you.
LEP sounds more like an insult, I'm surprised it's not the preferred term.
"you're a LEPer"
vs
"you're an ESL"
>>
>>98275045
It hits too close to home for a lot of EOPs who can still barely speak English.
>>
>>98275036
It's actually EFL
ESL is for non-native speakers residing in an English-speaking country
>>
Technically it's SWLRA: speaking and writing as a last resort attribute, as no matter what I say or write in my native language or my second language, it sounds off and makes less than perfect sence, at most. Even my body language is off. Come at me.
>>
>>98275226
We're going to have to break out Colorless Green Ideas Sleep Furiously because Incompetence only applies to skills
>>
the mega archive is mising naked at the void and modrn magic. Anyone have these files
>>
>>98278056
>beggar can't even spell his begging properly
>>
>>98102922
I agree with you Gurps vehicles 4ed would be better or gurps cyberpunk ou finish the denizens series all would be better than a 4th revised edition
>>
>>98190776
it is in the mega folder now only nodern magic is missing
>>
>>98190835
there is another problem find the trove is not very easy ...most gurps players doesnt even know it exist...and thereare some people is gurps official forum for example the as soon they discovered the trove would report it immediately
>>
>>98278178
Modern Magic is in there. GURPS 4th edition > Thaumatology > Magical Styles
>>
>>98278186
Reporting it would achieve little. Even if MEGA agree to take it down, it can be remade in seconds. The steps required to get to it are simply to make it difficult for automated tools to repeatedly report every instance. So long as it takes a human being to find it, a human being can keep up with rebuilding it. Even if they manage to outpace us, there are options (e.g. Anna's Archive) to share in ways which can't be so easily taken down. SJG seem well aware of the futility of trying to stop piracy, since Sean and several of the writers have been confirmed to read these threads.
>>
The archive is the only reason I got into GURPS and will buy the Revised book and pdf when they come out. /discussion ?
>>
>>98271296
Even harnmaster got a videogame. And that's arguably just as if not more niche than BURPS
>>
>>98279300
Can always add all the books to the IRC.
>>
>>98279207
thanks
>>
Can someone clarify the following situation for me?

Assuming weapon skill at 12
Dual Weapon Attack effective skill 12
Feint effective skill 16
offhand training perk
MH/OH weapons are the same

I use DWA to attack with my primary weapon, substituting my offhand attack for a feint before using my main hand, am I rolling against 12 or 16 to feint? Do I still inflict -1 to my targets active defenses from DWA?
>>
>>98282622
Martial Arts, p. 127:
>A fighter can trade melee attacks for feints (see Feint, p.B365) on a one-for-one basis. Modifiers for maneuvers and attack options do affect skill for this purpose; e.g., a feint during a Rapid Strike is at -6.
So you roll against the same skill level as your DWA attack (modified if you know the Feint technique). As far as I can tell, you don't lose any of the special benefits of DWA, so your target still has an extra -1 to defend.
>>
>>98282699
Forgive me if I am being retarded. Does this mean there isn't much point to improving feint as a technique if I intend to use DWA most of the time?
>>
>>98282716
No, you can combine DWA and Feint, as per Using Techniques Together (MA, p. 64). So you could have something like skill 14 base, DWA bought up to skill -2 (effective skill 12) and Feint at skill +3. When not making a DWA, you feint at effective skill 17, while when making a feint as part of a DWA, your effective skill is 15 (i.e. you stack the -2 for DWA and the +3 for Feint). This works even if you have no points in DWA and are just using it from default.
If you are using DWA from default, it's probably only worth converting one to a feint if you are significantly invested in the Feint technique. Otherwise, the penalty will probably make feinting worthless compared to simply attacking again.
>>
>>98284209
Okay that was my initial assumption but I got caught up in the "combinations" segment of MA and was worried about misunderstanding something simple. Thanks for the explanation!



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