40th Anniversary EditionPrevious thread: >>98094907GURPS 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.The GURPS Basic Set Fourth Edition Revised is supposed to come out on 2026-07-31.TQ: How long have you been into GURPS? Are you a 40-year true believer? Or are you a newfag who's been around only for the 20 years of Fourth Edition?
>>98303023https://www.sjgames.com/ill/archive/2026-07-03
I have been playing only since 2009 but D&D and GURPS are basically all I know
>>98303023>TQI am a newfag, please forgive me. Only started around 2022 and hosted a few short games for friends. I need to get back into it.
>>98303023>TQ: How long have you been into GURPS? Are you a 40-year true believer? Or are you a newfag who's been around only for the 20 years of Fourth Edition?27 years. I remember the hardtack-biscuit armor memes (back then they were known as 'in-jokes'). The great tomahawk debates. The horrors of third edition superpowers. The joy of vehicle design with only paper, pencil, and abacus.
>>98303023Got into GURPS about 4 years ago.
So you know how Power-Ups 5: Impulse Buys has Impulse Points and an optional rule that lets PCs buy refreshable IP?I'm planning to try out the opposite for my next game. I call them "Doom Points": basically a disadvantage that PCs can take to give refreshable IP to NPCs to spend (but only for things that directly negatively affect the PC), or to inflict temporary disadvantages on the PC that last for one scene (at a rate of 1 DP per 5 points worth of disadvantages; preferably a worse version of an existing disadvantage, or something that makes sense given the situation or a character's backstory; e.g., spend 3 DP to inflict Bad Back (Mild) after a PC fails to lift something). This differs from the GM planning bad stuff to happen that's just simply part of the adventure, because this bypasses any Appearance/Reaction/Resistance Roll and can afford to be more narratively contrived. This is also how I run ambiguous disadvantages like Unluckiness and Cursed, treating these disadvantages as refreshable Doom Points equivalent to their character point value.I wonder if anyone else has ever tried something similar to this?
>>98303023I'm new, been playing since 2006. It was my algebra teacher in high school who was my first GM. I've been playing ever since then. Very excited to read the new revised version. I'm wondering how they'll ruin it.
>>98305707I really don't like any extra resource management in my GURPS
The last thread talking about how GURPS is missing out on not having any video game adaptations got me thinking. How exactly would character progression and points be rewarded in a GURPS video game? Since there aren't any levels or experience for characters to gain by default, would most points be acquired through milestones and achievements? Beating main and side quests could be the main source of new points, but there could also be plenty of hidden challenges to discover that are also rewarding.
>>98307584I think it would have to be mission-based like the Shadowrun games, and then you get to pick stuff after a mission
>>98307584GURPS already has video-game-esque rules for character-point rewards. See Dungeon Fantasy 3 p. 42 (kill-based) and Dungeon Fantasy 21 p. 10 (loot-based).
>>98307707I believe something kill-based would detract from the experience that makes GURPS stand out from other systems (this is purely in reference to the idea of making a video game adaptation for it). Getting rewarded for kills would be just the same as most of the existing titles out there. You would want something that plays to the strengths of GURPS more, something that emulates its average tabletop experience.Loot-based is interesting and the game Underrail offers that as an option compared to traditional experience. But I've seen other players say it's not the most popular option because a lot of the curios you have to find for xp are well hidden and annoying to get. A different game could improve upon that formula.
>>98307741>the game Underrail offers that as an option compared to traditional experienceWhen I say "loot-based", I mean OSR-style (based on the value of loot recovered), not Underrail-style (based on finding unique "oddity" items).
brvtal...
>>98307942I see.
>>98308004One child policy moment
>>98307584I like the idea of tying it to success rolls. Each time you succeed you get rewarded with character points. Seems fair to me.
How hard is GURPS to learn? I want to try it with friends but they have never played a TTRPG before.
>>98312002As a player, trivial. As a GM, it can be pretty daunting, depending on your game concept. There's a lot of published material, and you'll want to figure out what you want to use, in addition to learning the system so you can run it for other people.However, from my experience spending a very long time fine tuning every little aspect of a modern action game to my liking, the Basic Set has 80-90% of everything you need, and additional books are typically either gear books and reference works, guidance on how to use the Basic rules for specific cases, or an expansion of the existing rules.You can ask the thread what books you should look at for your campaign concept, but as mentioned Basic Set has most of everything you need, and you can start by reading it and picking what you'll omit from it.
>>98312002What TTRPG have you game-mastered for already?
>>98312298None.
>>98312002If you have a good memory for rules it's no harder than anything elseI'm good at improvising but my brain is Swiss cheese when it comes to rules so my games have always had a distinctly Calvinball quality, doesn't necessarily bother the players though
>>98312002Series like Action, After the End, Dungeon Fantasy, and Monster Hunters can do a LOT of heavy lifting for greenhorn GMs looking to run those sorts of games (modern fast-paced action, post-apoc, not!D&D, and WoD/Buffy/Supernatural, respectively). Other Anon is right that all you need is 90% in the Basic Set, but a series helps a) get that last 10%, b) organize it in a useful way for both players and GMs, and c) give a lot of very useful shortcuts.Strongly recommend checking them out. IMO Action and AtE are the best but check whatever you think your players would like the most.
>>98312304Yeah. I found that the 3d6 universal mechanic was elegant. If you're not sure how to decide on an outcome, its good for that. GURPS gives you rigorous rule to manage whatever you want to make happen in your game and then you the GM use what you like and remove what you don't if you feel it it too simulationist for you or your players. The game give you all types of means to roleplay many scenarios and doesn't let you down in a "you can roleplay that" kind of way. It is not, however an easy rpg to get into, but learning to be a GM with this system is like getting a degree in rpgs (It is 600 pages after all).
Can picrel read gurps pdf files comfortably with the 7" screen? Or is the 10" Elipsa better?
>>98315829I'd reccomendo to transform the into epub with a curated index.PDFs in ebook readers are bound to cause problems.
>>98315829The PDFs are of pages meant to be printed on something around 8.5x11" pages (roughly 14" across), and GURPS text is generally on the smaller end with a thin font. Once you crunch down a page to fit on a 10" screen, let alone a 7" screen, it'll be a hard-to-read mess. Zooming is technically possible, but most ereader UIs aren't responsive enough to make it not feel like total ass to use (at least in my experience).Converting to an epub is possible, but I haven't messed with it recently enough to say it's viable. It certainly wasn't when I tried it, but that was forever ago when I tried to put my GURPS books on my firstgen kindle paperwhite. Hopefully text parsers nowadays are a bit better at handling things like multiple columns, tables, and insert boxes.
>>98312002>How hard is GURPS to learn? I want to try it with friends but they have never played a TTRPG before.GURPS is extremely modular in design, so it's only as hard as you want it to be. What kind of game do you want to run?
>>98312002Not that hard, you can probably learn how to play GURPS. It's been done before. Read the books and then remember where the rules are so you can reference them as needed.
How much DR does Thanos have? Remember when Iron Man rocket punches him and he just bleeds a little.
>>98324217Maybe a few levels with the Tough Skin limitation. However, instead of normal DR he likely has a bunch of levels of Injury Tolerance (Damage Reduction), which divides all injury rather than subtracts. Since DR needs to stay in a *very* specific range to be relevant--for example, 10k DR can still mean nothing since 10k+50 damage means you're still turned into paste--IT(DR) is often much more valuable once damage hits a certain threshold.Also Stun Points from Power-Ups 9 is basically IT(DR) built in to the game's HP and should always be used for capeshit, shonenshit, basically any high-power shit where characters can throw around and withstand building-destroying attacks.
Sure hope Revised isn't shit.
>>98328879>implying>>98186043
>>98328879Its really just them cleaning up the format of basic set. Hopefully they are succesful since basic set is kinda messy in places.>>98325508Yeah, I'd say that the super hero genre in general presumes a certain level of injury tolerance so people can take energy blasts to the face without grevious injury.
>>98328884No one cares about your identity politics
Page 10 bump
>>98305707Look up the pyramid article that talks about impulse points.It already has what you are trying to make thereI think it's Impulse Control on the #100 issue
>>98308004>who are they gonna marryOnce they reach a certain age, they're forced into a ritualistic battle. The ones that lose get converted into girls.
>>98325508>Stun PointsI like the idea of "You have injury tolerance until you lose this amount of points" but I don't want it to be universal.How to build "Stun Points" as an advantage connected to Injury Tolerance?The idea would be that Injury Tolerance would only be on if you still have stun points.
>>98339223>The ones that lose get converted into girls.Put the Bio-Tech down or I'll shoot
>>98339393Good luck I'm behind 500 stun points
>>98308004
>>98339665Somebody post the wojak
>Push Through the Pain [10]>You can ignore the penalties to move and dodge from taking too much damage.I couldn't find an advantage that did this so I created my own. Do 10 points sound fair?
>>98340912this is probably worth more like 15 or 20 imo
>>98341447Fair, I was thinking it was like a cinematic version of high pain threshold.
>>98339249I'd price it at around -10%? That feels right to me. Emulating Stun Points is effectively "Only when at positive HP," since running out of SP should put you at or below 0 HP anyway. PU: Limitations prices "While conscious" at -5%, and that small window between dropping below 1 HP and falling unconscious is small but not insignificant, so adding another -5% discount seems appropriate.
>>98341857So it would be like>Superhuman Toughness [75-10%=68]>When you buy this advantage, you gain a new type of points called stun points. They are equal to your HP*3. As long as you are conscious and have stun points, 1/3 of any damage you take goes to your HP, and the rest is taken out of your stun points. If your stun points are reduced to zero, you are automatically knocked unconscious.
>>98303023Kind of hyped for the bookDo they ship to France say august 1st without paying an arm and a leg?
>>98340912Monster Hunter Power Ups Page 10
>>98345822ThanksSo the proper term is Injury Tolerance (Unstopabble) [10]. Good to know. Funny that the price was correct, it's 10pts. + Fatigue Included (+100%) means you ignore the penalties for having low FP too huh. Neat.
Is it ok to use the vtt's basic drawing tools instead of fancy bm makers?
>>98347084Yes
>>98347084no
>>98347084Debatable...
>>98347084I do not cognize, could you repeat the query?
>>98340147
>>98348283Why is gurps like this
>>98348610David Pulver.
>>98348691More like David Pulverize Michael's asshole when Dana comes out lol
>>98348161Is it ok of instead of using dungeon draft, etc for making maps for players to play in in a virtual tabletop i just use basic paint painting tools like geometic shapes, brush and lines to make a map for people to play in?
>>98351506that is perfectly fine
>>98351506That is imperfectly atrocious
I remember the first time I saw a GURPS character sheet it looked like some kind of job application.
>>98352050Defensive design to keep niggers away.
>>98352393I thought it was just them being cheap about the design.
>>98303023I'm putting together a list of "spells" which use a shared skill (let's call it Spellcasting for the example) instead of them being separate skills. I want it to work as a skill roll with an Acc-like modifier to reflect some spells being easier than others, or their methods being more reliable, but I'm not sure what range of modifier values to use.
>>98352871Ritual magic (GURPS Thaumatology p. 72)
>>98352898Thank you, that does seem to be a good starting point.If I read that one correctly, all of these spells wind up being a roll against Ritual Magic - prerequisite count, so anywhere from -0 to -12 in the examples given in the book, with Ritual Magic being VH, so starting at IQ-3.I don't have prerequisites per se (I'm actually doing my own spin on cyberspace programs), so it's not quite perfect. I'm thinking that a range of +2 to -6 might work, e.g. a top of the line password bypasser being +2 while a more typical one is a -2, but since I'm working with Quick Contests I figure numbers will even out so long as the penalties don't prevent success.
>>98352923see also college ritual book magichttps://noschoolgrognard.blogspot.com/p/blog-page.html
Does anyone have a list of RPM premade spells?
Want to run a TTRPG solo and my campaign will revolve around espers (like, reading minds, mind control, psychokinesis, sixth sense, yada yada, any psychic powers)Figured I'd look to GURPS for inspirationWhat GURPS books and material is best for espers
>>98356584https://www.sjgames.com/gurps/books/psi/
>>98356603thanks
How does GURPS handle the relationship between scenario design (published or homebrew) and player character traits?E.g. suppose a character picks [Great Skateboarder] as a strength and [Allergic to Cats] as a weakness (or whatever these would be called). Is there then an expectation for the GM to design the scenario so as to include plenty of rails/halfpipes and cats?Because if so, then it makes the choices feel pretty arbitrary. You can't be clever by designing a particularly suitable character or take risks by creating an unsuitable one. The scenario will always have problems solvable with your tools, and threats that target your vulnerabilities. But if not, then it seems like it's likely to create situations where half your character sheet is useless facts (even though you picked them because you thought they were interesting).I don't know which I consider the lesser evil (I lean towards the second one, but maybe with some sort of rule that says that if your mechanical traits consistently don't come up in sessions, you can refund them (or must, if it's a flaw)).But I don't speak from experience. How does it actually work?
>>98357924>E.g. suppose a character picks [Great Skateboarder] as a strength and [Allergic to Cats] as a weakness (or whatever these would be called)...Why not make the slightest effort to actually read the rules before asking vague questions? Or try playing the game?Anyway, the answer is dependent on the GM and the players. Generally speaking the GM will give some guidance about what kind of characters would be suitable (ranging from vague genre description to highly restrictive character templates), the players will make characters based on that, and the GM may choose to tweak situations so that otherwise neglected traits and skills of those characters actually come into play. But overall, if you design a highly specialised character and the scenario doesn't suit them, you're out of luck. That's why specialised characters are 'cheaper' to make good at their speciality than characterswho are good at everything. It's a gamble and it doesn't always pay off. That said, a lot of roleplaying is about the fun of getting the most out of sub-optimal characters. The 'fish out of water' is a classic fictional trope for a reason.
>>98357924It depends. Speaking from my own experience, the GM will rarely bend over backwards to accomodate traits/skills that don't fit the campaign concept (don't expect your 16 masonry skill to be super impactful during this woodland adventure) but generally I think most things you pay points for have some possibility of being useful. For disadvantages, either its something which could reasonably come up and therefore probably will, or its something that won't come up and is an invalid disadvantage for the campaign. Allergic to Cats likely means the GM will at some point include cats, just as taking Arachnophobia means the GM will probably have at least one moment where you have to interact with spiders. Stuff that will never come up, like Space Sickness in a campaign about medieval humans, is invalid and cannot be taken.Basically, in my experience, if you take something thats allowed for the campaign, it will probably come up at least once, but I wouldn't expect it to be plentiful. The campaign concept is the campaign concept, and being a radical skateboarder doesn't mean that it supercedes the campaign being focused on detective work or whatever.
>>98357924The GM is expected to allow/forbid certain traits (advantages and disadvantages) and/or modify their costs depending on the campaign he plans to run. Traits in the Basic Set are priced according to what the authors expect the "average" GURPS campaign to be (if such a thing can be assumed at all), which expects a healthy balance of combat, exploration, social intrigue, etc., somewhere between TL3 (middle ages) and TL8 (modern day), and maybe some supernatural and/or science-fiction phenomena to spice up your mundane adventures. If your campaign deviates wildly from the GURPS baseline expectations, then you're given some general advice in the Basic Set on how modify traits to fit your campaign. More specific, detailed advice can often be found in dedicated GURPS setting guides or genre books.In your example, if the GM plans to run a campaign where skateboarding and cats might come up sometimes, then he might leave the character-point costs for related traits as is. If skateboarding and cats are likely to never come up, then the GM might reduce the point value of these traits, or just simply give them for free if the player only wants them for pure roleplaying/backstory purposes. If skateboarding is the single-most useful mode of transportation and method of general problem-solving in the campaign, and cats are the single-most commonly encountered creature in the entire setting, then the GM might raise the point value of these traits, or just simply forbid them because they would be too useful/crippling or otherwise disruptive to the campaign. It's not an exact science. You kind of just have to figure it out via experience, comparing different traits, reading various GURPS books that give the author's rationale for their game design choices, and so on. But most of the time, I've found you can just leave point costs as is, and use intuition to determine which traits should be allowed or not.
Interesting question I was wondering if GURPSgen had an answer to. I have a character with a built in follow-up poison on it's teeth. What advantage would it be to be able to harvest small amounts of this for use on other weapons, ie a spear or bow?
>>98362170Create (Powers 92) costs 5 points/level if you can only create a single specific thing. Limited Use 1/day is worth -40%, and Immediate Preparation Required 10 minutes is worth -45%; together they bring you to the limitation cap and get Create down to 1/level. And at that point you’ve made a new Perk, so just give it a descriptive name and you’re good to go. Once per day, you can take 10 minutes to milk your own venom glands and get some usable poison out of it.It’s worth mentioning, though, that Create is a bit unclear when it comes to damaging creations. One level might produce 10 pounds of poison (which is an insane amount), or it might only produce enough to do 1d damage total, factoring in multiple cycles (so you might need many levels of it to stay consistent with your directly-applied poison).
>>98362170If you already have a number of doses built into the base advantage I wouldn't assess it as a separate one. Just consume one of your doses to milk yourself like a snake.
>>98362239An alternative build might be to make this an alternative attack with preparation required and universal follow-up. Or a limited enhancement (upgrade follow-up to universal, preparation required) on the base ability.>>98362491I'd maybe charge a perk for that, since it is possible to have venom or poison which can't be transferred easily.Overall, the cost is likely to be low enough that you may as well just call it a perk. It's also perfectly fine to just allow it as a power stunt or simply a reasonable extrapolation from the standard advantage at no extra cost.
>>98362239I wonder if Create will be in the new basic set.
>>98365390
>>98312002Load all the books that you want to use for a game into NotebookLM, but then only use it as a last resort for rule lookups. Get used to using indices.
>>98365409Thankfully ritual path isn't included.
Page 10 bumpSome other anons have set up a mecha-design competition (though what system it's in isn't clear). >>98347163Is anybody in this thread interested in setting up something similar with GURPS Vehicles?
>>98371390(But for something more conventional like TL7 cars, as a warm-up.)
>>98371390>what system it's in isn't clearIt's Battletech.
Stat 'im. It's a wheellock, length 345mm, 12mm calibre, barrel length 220mm, folding bayonet length 140mm
Raise your hand if you will be buying the revised edition when it releases.
>>98374289wont even pirate it
>>98373607Gun portion as per Fantasy-Tech 1's gun-hatchet.Mace is probably a light mace or mace.Bayonet is probably a full-sized spearhead (Low-Tech Companion 2).Total weight (assuming small mace base) is 4.5 lbs. Does sw+2 cr, thrust+2 imp, or 1d pi+. Acc 1, Reach 1, Range 30/350. Parry 0U. RoF 1, Shots 1 (20). Bulk -3. Rcl 1. ST 12. $265. -1 to skill.
>>98378412Actually shooting the thing seems like the worse deal, which was probably how it went IRL
>>98303023I want to enchant guns, but pages B481-482 are pretty focused on how to enchant things as a character, and B480's spells are limited and have no explanations on how to build your own. Imbuements isn't the right fit because that's when you can use a weapon as a conduit for your spells, so to speak, rather than turning a mundane object into a magical one.I figure that there must be something somewhere that would let you apply enhancements (or limitations) to existing objects rather than characters (or guns built as characters, per Meta-Tech). There are a few aspects that come to mind that would probably not work with enhancements, such as changing the damage type (pi to pi+ for instance), and things that I'm not sure GURPS has advantages for, such as a chance that a bullet isn't spent when firing.
I hope SJG make a reprint of dungeon fantasy boxed set, i really wanted to get it :(Its has completely vanished from everywhere
>>98378922I think you want GURPS Magic page 62, the section for "Weapon Enchantments".
>>98381495That adds a lot more of what I'm looking for, but much like the examples in Basic, you aren't told how to make your own, which is an issue with how blatantly the spells given are focused on melee weapons and bows, with no mechanics that only really get used with firearms being touched.The "Inventing New Spells" section seems pretty focused on standalone spells, with enhancements to RoF etc only existing inasmuch as they are part of the point cost of an advantage.
>>98382081IIRC Thaumatology: Sorcery has rules for turning imbuements into advantages. Under Sorcery, the effects are temporary, but you should be able to extrapolate them into permanent traits, which you can then purchase with gadget limitations.Or you can just use Ritual Path Magic, although the rules in that are vague.
I want to do the marvel vs capcom spider-man web-ball abilityit is obviously a binding, but it also deals regular damage.If I want to use binding + natural attack (or vice-versa), do I use follow-up or linked?
How much would you discount off Altered Time Rate if your second maneuver had to be at the end of the round?I want to do a boss fight where the boss has two maneuvers but the second maneuver has a lower speed (and thus lower initiative)
>>98389065I'd probably price it like a -5% Nuisance Effect. I don't remember which book it was in, but +1 to Basic Speed for Turn Sequence purposes only is already a perk. So the opposite could reasonably be a quirk. -5 to Basic Speed in the Turn Sequence should be enough to put you at the end of the combat round in most combats. That's worth -5 points as a disadvantage, so I'd say that's worth -5% as a Nuisance Effect.
>>98389418Makes sense. I'll go with that.
>>98388473Since the binding is not dependent of penetration, I'd make it a linked attack, not a follow-up. Follow-up is for stuff like armour-piercing explosive or poison darts.
>>98390070I see, yeah that makes sense. Even if the guy has like enough DR to absorb the damage he'd still be trapped in web, so linked it is. Thanks!
>>98303023Is GURPs gonna one day have a print on demand service for their bigger books? Sorry if they already do as I might have missed it.I understand that tablets exist to check rules, but batteries can run out fast and as hypocritical as I use this site I like hobbies that let me escape from the screens when the opportunity presents itself.
>>98392138They already have black-and-white print-on-demand via Amazon for quite a few books, including the Basic Set. I don't know whether there's a list of these books anywhere, though. Try checking them individually on the website. https://www.sjgames.com/gurps/books/
>>98392138>>98392862www.sjgames.com/gurps/ondemand/
I'm going to run a one-shot in GURPS for a group that mostly o ly plays DnD 5e. What sort of things should I emphasize, and what sort of things or pitfalls can I expect? The players aren't picky about genre, so I was thinking something more niche than 'generic fantasy'. They also have a tendency to charge in headfirst. Thoughts?
>>98397783Make it a horror game so you don't have to worry about keeping them alive. More fun that way.
>>98397783>emphasizeThings D&D doesn’t do or can’t do well and has irked your players in the past. Whether that’s combat options for non-wizards, fights that’re actually dangerous, PCs that aren’t pigeonholed by class, satisfying guns, etc. you can often show how GURPS handles that better.>pitfallsCharacter creation is sloooowwwww. I strongly recommend showing up with some pregenned characters (usually 1.5 x the number of players) to avoid spending the first session just making characters (and possibly a second one just shopping for gear).Combat is fun if you *engage* with it, but not everyone does that, even if they like combat scenes; have some easy options on hand for people that can’t escape the spammed basic attack mindset (maybe mark it on a pregen sheets).I strongly recommend looking at either Action 1 and 2 or After the End 1 and 2 for all games attempting to hold the attention of D&D players. AtE is gritty and dangerous post-apoc and allows for fantasy-style “wandering heroes/ruin looters fight weird shit for fun and profit” adventures while still feeling distinct from Ye Olde Swords and Sorcery. Action, meanwhile, is fast-paced modern-day action movie shit, and its second book is FULL of great tools for keeping the game fast and simple and satisfying (the B.A.D. system, range bands, mandatory Luck, lots of good cinematic tweaks, etc.). Both let you show off GURPS’s gunplay rules, and both come with templates that’ll speed up character creation.There’s also the One Shot Adventures site, which has a lot of prefab adventures for GURPS, complete with pregenned PCs, and running the gamut of genres.
>>98398285I kind of hate BAD as written but I use a version of it for stuff like Vision because vision rules in GURPS are garbage
"Roll Your Own Skills" is out.You do have six dollars, right?
>>98398285That is incredibly helpful, thank you!
>>98398532no
it's 1983, you are fighting aliens with DR 25, and you only have access to LC 2 handheld weapons.What do you use?
Pulp guns lists the Colt Monitor as weighting 17.3lbs (pp11 pulp guns 2)But when I was researching he gun online I saw 13.2lbs, this was before I learned it was already statted on pulp guns.Any gun expert can tell me which is right?
>>98399009Pretty much any rifle dealing between 5d and 7d damage, loaded with APHC.
>>98399457>APHCI forgot about the ammo types. Damage becoming pi- hurts a bit tho
Why did no one ever tell me Monster Hunters Power ups 1 (pp25) has a simplified version of the entirety of the metatech book that is far more practical and easier to use?
>>98399480Pi- isn't the end of the world, and if you can manage to hit Vitals, it deals 3x damage as normal.
>>98399009You'll need 7d+1 or 3d+2(2) to penetrate DR 50% of the time. Armor-piercing rounds are a TL6 invention and LC2, so you have... a good swath of guns that can fill that role. There's even a shotgun round in High-Tech that's listed as being made in the 80s that deals 5d(2) pi+; even if 1983 is a few years early they list a CPS of $5 as an experimental round.Personal shortlist would be SPAS-12 with APHC, FN BAR Magnum (with or without AP ammo), or the FN FAL with AP ammo. The SPAS and the FAL are popular military weapons so if you have access to LC2 guns you should have access to them; the FN BAR is a hunting rifle and thus should be accessible to anyone.>>98399327The Monitor R80 is what's statted in Pulp Guns II, and the paragraph that discusses it in the wikipedia article has numbers that match GURPS's numbers (16.2lb empty fits with GURPS's listed 17.3lb when loaded with 20 rounds). The summary box with the listed weight of 13.2 lb is likely for the earlier R75 (even though the picture shows the R80).
>>98398807I would heartily second 1shotadventuresThe caveman adventure would be a perfect way to break out of the typical fantasy mindset for your 5e players
>>98399631>The Monitor R80 is what's statted in Pulp Guns II, and the paragraph that discusses it in the wikipedia article has numbers that match GURPS's numbers (16.2lb empty fits with GURPS's listed 17.3lb when loaded with 20 rounds). The summary box with the listed weight of 13.2 lb is likely for the earlier R75 (even though the picture shows the R80).Ah, I see. Thanks.
>>98399802>1shotadventuresMy brain cannot stop reading this as 1 shota ventures. It's over for me.
>>98397783>>98398285I'd also recommend Monster Hunters, if the players still want some high-power Sword & Sorcery action or fantasy elements, but set in a familiar modern day. It's for a game in the spirit of Dresden Files or Buffy the Vampire Slayer. Like Action and After The End, it's another worked example of how to run GURPS in a particular genre.
>>98399902kekrun campaigns where there's 1 shota and like 3-4 hungry milfs
>>98400006I'd recommend against any CP totals over 200. Especially for newbies, the amount of stuff on a sheet at those levels can be a little overwhelming.
>>98398285>lots of good cinematic tweaksI will always, ALWAYS recommend people use the cinematic rule from Action 2 where even critically failed HT rolls vs death only bring you to Mortal Wounds rather than killing you outright. It greatly increases the survivability of PCs (as long as they extract soon-ish or there's a competent medic in the party, the PC won't actually die) without making them *too* survivable and turning them into damage sponges (since hitting Mortal Wounds still takes you out of the action for the foreseeable future). Lot of other good ones too but that's the peak IMO.
>>98400425Gonkrak be 150 Gonkrak hab one thing on paper, da work maul. Gonkrak be get many ogres fo general Gronkrak tough more anyone of the general men
>>98400487thank you Gonkrak
>>98399802>The caveman adventureI haven't played (or read) that one. How is it?
>>98400653Very good. It's a horror adventure, so the PCs are expected to die. It starts off with the PCs killing a mammoth by trying to force it off a cliff.
>>98399802>Dinosaurs at the AlamoThink I found what I'm going to run next
>>98400487ST +8 [80]DX +1 [20]IQ -2 [-40]HT +3 [30]HP 20 [4]Per 10 [10]Will 13 [25]English (Accented/Broken) [-3]High Pain Threshold [10]Social Stigma (Uneducated) [-5]Third Person [-1]Two-Handed Axe/Mace (A) DX+5 [20]
>>98405280I'll post the actual character sheet lol. The guy is stupid but brutal. Ogre hunter within the special force anti-big-unit squad. He is not troll-level tough but likes to dispatche giants and ogres and anything slow and big that scares other units in the army. He is the general's right arm but the general uses him as a grunt and Gonkrak does not realize it. There is a scenarion when Gonkrak meets his match one day while straying away from battle from blood lust interfering with his positioning relative the the main forces. That day Gonkrak gets involved in the most intense fight of his life. The story remains to unfold.
>>98339665>without caesarean section???
Kind of don't like tactical combat as writtenMovement arbitrarily gets slower if you're moving in a certain direction on the hex map
>>98411963If you care that much, simply rule that "diagonal" movement costs 1.75 movement points rather than 2 movement points.
>>98412023My simple and elegant houserule is that front hex sidesteps cost 1 point
>>98411963Literally nothing changes in the rules if you use squares instead of hexes, or, to go even further beyond, just use those wargame rules thing and not even have a grid at all.
>>98412306>just use those wargame rules thing and not even have a grid at allThis would be cool but hexes help a lot with the scale. On a VTT platform it wouldn't be much of a problem, but nowadays I play in person
>>98412306>Literally nothing changesHyperbole. You still have to make determinations regarding diagonal adjacency and 45-degree facing changes.
>>98412351Just don't allow diagonal movement
>>98412371Only characters with Clerical Investiture or Status 5+ can move diagonally
>>98412556kek
How would you price an advantage that increases the duration of things that affect a character? Like buff spells, and chems.
The Revised PDF is available now on warehouse 23. It released before the backerkit pledgers got theirs. You do have 49 dollars, right?
>>98413990>implying money is why I'm not buying this pdf
>>98414150No, I was implying /gurpsgen/ is poor.
I need a bit of guidance on stealth missions.Specifically where to find the rules to adjudicate a couple of situations.Situation 1:>PCs are sneaking around an enemy camp>They want to get close enough to stab a guard>the guard is patrolling, and presumably, ocasionally looks around so it's not like his FOV would be fixedIs this just a straight stealth vs perception check? I shouldn't game this out in turn by turn right? Just roll a stealth vs perception with bonuses/penalties for each participant and then if the PC win he gets close enough, if he loses, he's noticed?Situation 2: >2 guards, not looking at each other, but within 5 yards of each other>PC kills one completely silently, so the only noise is the body falling downThe remaining guard needs to make a listening check to hear the body right? Where do I find the bonuses penalties?
>>984147101: Quick contest of Stealth vs Sense roll2: Hearing rolls, but there are exceptions You want GURPS Action Exploits for all the specific details.
>>98414815Thanks, I'll take a look.
>>98413176If it also increases the duration of all the bad effects, I'd be tempted to just handwave it as a zero-point filter. You could make the case for a perk or quirk too.If it was only for the good stuff, I don't think there is any precedent, but something like 1 point per percentage point of the equivalent Extended Duration enhancement's value 'feels fair' to me.
What limitation would it be for a power that you can use only against one enemy at a time?Like a robot that can detach one arm and launch it at someone and grab him, but until the arm comes back, the robot can't grab someone else.
Is there any way to avoid the doubling up on rolls when you use affliction as a follow-up?I want to hit someone and have the effect happen when they get hit (in this case, -2 to dx), but affliction always forces an HT roll or quick contest, which is retarded.Even cosmic goes "no you can't remove a resistance check" despite allowing you to remove the attack roll, active defense, and DR from a regular innate attack.I don't want to remove all ways to resist, I want to replace the resistance check with the attack roll.
>>98417007No, but Symptoms does similar things without a resistance roll. I've seen some unofficial builds use Symptoms plus No Wounding to create 'virtual damage' which only triggers Symptoms.
>>98413176Sounds like an Imbuement Skill based on the Extended Duration enhancement.The original Power-Ups 1: Imbuements article doesn't give any good guidelines to create new Imbuement Skills, but by trying to strike a middle-ground between the inconsistent pattern of all the existing Imbuement Skills, you get something comparable to Temporary Enhancements from GURPS Powers, which is: every +10% of enhancement value can equate to -1 to skill.Then using the guidelines from Thaumatology: Sorcery to turn an Imbuement Skill into an advantage (that works with any skill, without a success roll or FP cost), such an advantage could cost as much as 34 points, plus 8 points per 10% of enhancement value.Personally, I'd just price it at a flat 1 character point per 1% of enhancement value for simplicity. So each tripling of duration becomes an advantage worth 20 character points. Is this balanced? I have no clue. You'll have to be the judge of that.
>>98418203>SymptomsOh, this could work. Somehow missed this despite searching through all the enhancements several times today.
Besides Affliction [warp] and knockback, is there any other way of controlling an enemy's movement on your own turn?Like a fighter using his footwork and attacks to force the enemy to the side instead of backwards.Mind control and such happen on the enemy's turn and are way too strong since they take away the enemy's entire turn.
>>98418417A custom technique might work, using the rules from Martials Arts as a guideline. Being able to unconditionally force any opponent to move might be too much, but strongly incentivizing it might be okay. Say, an attack technique that gives an extra -1 to Defend (-4 to default) unless an opponent immediately Retreats in a specific direction (+1 to default).Some GURPS game lines (Action, After The End, Dungeon Fantasy, Monster Hunters) also have rules for Using Noncombat Skills in Battle, such as Distracting (roll any social skill to penalize enemy attack/defense), Taunting (roll Fast-Talk or Psychology to force enemies to attack you), and Blustering (roll Intimidation or Psychology force enemies to flee). A variation of one of these action options, perhaps available as a perk, might be acceptable. For instance, as an action or attack, you may roll your IQ-based combat skill or Tactics vs. the higher of an opponent's Will, IQ-based combat skill, or Tactics to trick him into spending his Retreat to move in a direction of your choice.
Why the fuck is stun the basic condition for afflictionstun is powerful as fuck in combatchanging it for an irritating condition is somehow an enhancement?How does that make sense?If you ask literally any player if he would prefer to lose their next turn (and have a chance of losing more turns) or just being tipsy for a few minutes, every single player is gonna pick being tipsy.Reminder>Tipsy (+10%): You are slightly intoxicated:-1 to DX and IQ, and some other irrelevant bullshit>stun: -4 to all defenses, you do nothing, and you must make another HT roll or you keep being stunnedTrying to create status effect spells that aren't hard control is always retarded because you're paying more for less control
>>98419068where did you learn game design and how many have you madeI need to know if you're speaking as an expert or amateur
>>98419346I wrote parts of D&D5.5 actually.
Can you link abilities that target different people?Like can I link a self healing ability that targets myself with an attack that targets enemies?Asking cause that seems like a cheap way to do "two actions in a single turn".I imagine it's not allowed but I can't tell from the description on the book.
>>98420186You want the Powers enhancement named "Selective Effect" which is a variant of"Selective Area".
>>98420186You probably want something like this:Divine Judgment (+150%/+110%): Healing (Link +20%; Ranged +40%; Rapid Fire, RoF 5, +70%; Selective Effect +20%) [75] + Burning Attack 6d (Link +20%; Rapid Fire, RoF 5, +70%; Selective Effect +20%) [63]. 138 points.
>>98418417Grappling (see 'Shoving People Around', GURPS Martial Arts p. 118), which can be done with some weapons as well as unarmed.You already mentioned knockback, but it's worth mentioning shoves (GURPS Basic Set, p. 112) can be done with weapons (or shields) or enhanced with the Push skill.Social skills aren't reliable, but Intimidation could reasonably be used to herd someone in the direction you want.
>>98419068Stun has a much shorter duration than other Afflictions, giving it way less out-of-combat utility. For an ability only useful in combat time, lasting for seconds instead of minutes, take seven levels of Reduced Duration (Power-Ups 8, p. 16) for -35%.
>>98420186You can only target multiple individuals if you're using something like spraying fire or actually making multiple attacks. But you can easily build abilities which affect a whole bunch of people who weren't the actual target (which could just be an area) via area effect and the like. Selective effect lets you pick and choose who gets what. So you could have something which heals one target while hurting nearby enemies, or vice-versa.
I heard they removed the trait type icons in favor of abbreviations. Haven't got a copy yet but that sounds like a nice change.
>>98414238Wasting money on bullshit ensures povertyA friend bought the whole DFRPG box the other day for 35 eurobucksOf course I'm borrowing it because he isn't in a game or running one at the moment
>>98420568I think I get it. by making the heal ranged I get to point at whomever I want, yeah that works. Thanks!
>>98420888True, I forgot about grappling. That's probably closer to what I want. If I use fantastic dungeon grappling I can probably use something similar to the "sweep the leg" thing that is in the end of the book.
>>98420906>seven levels of Reduced Duration (Power-Ups 8, p. 16) for -35I did notice that with this, some of the weaker effects end up cheaper than stun so that's nice.