Previous thread: >>98303023GURPS 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 one-volume GURPS Basic Set Fourth Edition Revised has just been released. You probably want to stick with the non-revised two-volume Basic Set, though.Thread question: Have you ever tried designing a vehicle with GURPS Vehicles or its children (WWII, Mecha, Vehicles Lite)? How did it go?
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Occurrences may be imminent.
>>98488896Refresher for people not in the knowI offered 500 dollars back in December, but he hasn't gotten back to me about it.
I just bought 250 dollars worth of GURPS books. What am I in for?
>>98489258GURPS, I think.
>>98489258Depends on what you bought
>>98489321>basic set campaigns+characters>action hero 1+2>magic>powers>high tech>ultra tech>horrorI wanna make a game where people have to operate a huge tank through a portal to hell and collect pieces of a legendary golden "Messiah" tank that is completely overpowered so they can stop the demonic invasion. You'll have a driver, mechanic, gunner, cleric, etc. Also, there may be sections where they have to leave the tank idk
Would it be fair to put "missing damage effect" on healing so it only stops bleeding but doesn't actually heal?
>>98489456I wouldn't use that limitation, because the name is potentially confusing, and I don't think the price is really suitable. Just assign a value which seems fair. If you aren't sure, make two roughly equivalent builds to do a similar effect and see how much that implies.e.g.Healing (Bleeding Only, -?%) [?]Affliction (Advantage: Injury Tolerance, No Blood, +50%; Costs Fatigue, 2 FP, -10%; Melee Attack, C, cannot parry, -35%, Nuisance Effect, cumulative penalty for repeated use, -15%) [9]That implies that 'bleeding only' is a -75% limitation on Healing.
>>98489651>That implies that 'bleeding only' is a -75% limitation on Healing.Sorry, that should be -70%
>>98489651Hm, That makes sense.
Any adventures from 1shotadventures you guys recommend that are not only easy for the players to understand but also easy for the GM to manage? I want to get more GM experience under my belt and I'm looking for something that's not too complex.
>>98489351I think that's doable but tank rules in GURPS are a bit lame
Anyone run purely historical campaigns in GURPS?
How much would a limitation cost for a limitation to remove the 2 yard area from Obscure so you can only affect 1 person?Since Area Effect 2y is +50%, and Area Effect 1y is +25% (according to kromm), I feel like -25% is appropriate, I'm essentially reducing the Area of Effect "built-in enhancement" by 1 tier.
>>98491038I have done so before but it gets a little tiring if you're the type to sperg out about accuracy
>>98491038Typically, instead of doing pure historicals my group does historicals + cabal. This usually ends up being mostly historical with interesting locations, like the island of Frisland (fake island on some old maps irl) and the continent of Mu (speculative continent in the lower pacific))
>>98491080Strictly speaking, going from a built-in +50% to the equivalent of a +25% is 5/6, not 3/4, so the 'fair' value would be -17% for one hex. You could round that to -15% or -20%, but -25% seems rather too good a discount.
>>98491427I see, thanks, I never quite got the hang of how to calculate these.
>>98490811I've only run Moon of Thorns, which went OK, but I did a lot of prep to bulk it out and I'm pretty experienced at GMing.Generally speaking, they all seem pretty good for what you want. None of them are super-complex. MoT is actually one of the worst, because it's set in a city, which gives lots of opportunity for players to get distracted.I recommend the following for any game:Have a list of generic NPC names and personality traits so you can improvise anyone who isn't fully detailed in case the PCs try to talk to them.Have a bunch of random low-level loot ready to go, because players will always want to look everywhere. Keep it extremely low-value to discourage them from spending all their time looking for it.If there is an opportunity for shopping, have a list of exactly what is in stock and prices, along with merchant skill of the shopkeeper for haggling rolls. Do not let them open up Low-Tech or whatever in the middle of the game.Maps are good. In-character maps are even better. Do maps of everywhere you can think of. If there is a town or similar, have generic building maps for houses, shops, etc. in case they are needed. You will be able to re-use any which don't get used in this game. Hand out maps at every opportunity, as this makes it much easier to decide where to go. If you're feeling evil, make the maps realistically unreliable.Have an organiser system for tracking who goes when in combat, how many HP/FP NPCs have, and cards explaining the rules for common conditions (e.g. stun, choking, crippled limbs) which you can hand out as they happen to PCs.
>>98491516I do need to get better at managing the unknown on the fly. Love hosting combat, but when it comes to things with more player freedom it's hard for me to adjust to the unexpected.
>>98491571'Schrödinger's NPC / item / rumour' is a great method for dealing with the unexpected. Have a handful of things ready to insert into whatever context comes up. Sure, you can just make shit up, but you will inevitably go blank when you need something original, so it's best to have something prepared ahead of time. It doesn't need to be elaborate, just an index card or something with some key notes. An NPC might be a name (possibly a couple of alternate names, so they can fit several different types of people), one obvious mannerism (e.g. extremely sarcastic, overly cheerful, strongly accented speech) and one thing they can help with (e.g. item for sale, reiterate information the PCs might miss elsewhere, can translate a language which none of the PCs speak). An item is just its rules and maybe a little hint at some history (a name engraved on it, damage, or just being somewhat distinctive). You can make a card like that in a couple of minutes, and pull it out whenever you need to fill in a scene. Any that don't get used can be recycled for future games.
>>98491038I ran a short-lived campaign based on Mount & Blade: Warband's mod, Viking Conquest. Basically, Britain, during the invasion of the Great Heathen Army, the players begin shipwrecked and end up in possession of a letter from Francia and Asturias addressed to Wessex offering to send a bunch of troops to crush the Northman threat for good. The players can take the letter to Alfred of Wessex or to the Viking leaders of the Great Heathen Army, or just fuck off and do as they wish. It was a fun game. They opted to get the letter to the Saxons and were being constantly pursued by a Danish force trying to intercept them and prevent delivery. The campaign ended too soon, sadly, but it had some real potential imho.
>>98492984>Viking Conquest>not Brytenwalda or Vikingr
>>98493939Never played those, how were they?
Hot Take:Granting advantages should be a different Advantage and not just Affliction.GURPS putting everything that involves affecting other characters that isn't "doing damage" onto a single advantage was a mistake.
I am finally going to host my own GURPS campaign after doing two one shots and convincing my reluctant players to give a chance to a new system (we did 5e previously).Now I would appreciate any help when it comes to character creations, specifically the creation of a Cleric. I have seen how dungeon fantasy does it, but I am more looking for a manifestation of miracles (think 40k) rather than divine caster approach and I was wondering how to best implement/balance such an advantage. I considered looking at the advantages that let you do dice manipulation for instance sort of like miracle dice, but I was wondering if any of you more experienced folk might be able to give me some suggestions of how it could be done, since randomness doesn't exactly scream divine intervention to me. >>98490811I had a very positive experience with cold bounty, mostly running it as is, but adding some variables to each encounter (like a rail car for the mine), enviromental hazards and buffing up the yeti. I think other than that the adventure does everything for new GM, although if I recall at least one of the characters has a character hook that isn't resolved, so you might wanna come up with something there if you use the pregenerated PC sheets. My one advise for GMs would be to try and make your players choices meanigful, even if they fail a roll try to make it so they gain something out of it, additional information, perhaps a different avenue they could try instead or even just a laugh. This way the action keeps resulting from the players choices naturally and it can be a great way to keep a session going on its own momentum, rather than having to constantly insert new triggers.
>>98494227Brytenwalda was super cool but turbo unfinished. Viking Conquest is the almost equally unfinished lame cashgrab version by at least some of the original devs. Vikingr was an MP-only Viking era mod that started out pretty pop-historical and ended up becoming turbo autistic. It's probably stone dead by now but I probably wouldn't have bought Low-Tech if I hadn't played it and other WB mods religiously
>>98495803Check out Heroic Feats under the Blessed advantage?
>>98495803Serendipity and Luck can both be good divine advantages. You should of course include the Pact limitation mod for stuff like this. Blessed is good for vision or as >>98496114 said, heroic feats. Depending on the god(s) of your setting several other advantages might be appropriate with the Pact limitation mod, such as Extra Life for a divine resurrection, high pain threshold, healing, ect. I'd suggest taking a look at Powers: Divine Favor as well.
>>98495613It's convenient for forcing inconvenient advantage use (e.g. Warp to teleport people where you want them to go, Alternate Form for turning them into easily-stomped vermin) alongside other nasty effects, and the resistance roll makes sense for such cases. However, it would probably be better to have a dedicated 'benediction' advantage for purely helpful uses without resistance mechanics.I often find that Affects Others (Power-Ups 4, p. 12) is a better fit for many effects.
>>98491180>>98491349>>98492984I saw that one video of GRRM saying that he was in a GURPS group doing politics in Ancient Rome, and I was curious how popular historical campaigns were. I had assumed that most GURPS players/GMs played fantasy/sci-fi games.
>>98497310I think everyone playing gurps is just doing their ideal campaigns mixing everything they likeI'm currently playing a modern x-com like campaign but it has demons, magic and aliens.
>>98497310best gurps i have played was swat team 1990s without magic or superheroes people have a tendency to shove everything into a gurps game but keeping it historical is often better
>>98495803>Now I would appreciate any help when it comes to character creations, specifically the creation of a Cleric. I have seen how dungeon fantasy does it, but I am more looking for a manifestation of miracles (think 40k) rather than divine caster approach and I was wondering how to best implement/balance such an advantage. I considered looking at the advantages that let you do dice manipulation for instance sort of like miracle dice, but I was wondering if any of you more experienced folk might be able to give me some suggestions of how it could be done, since randomness doesn't exactly scream divine intervention to me.There are basically three ways to make a miracle worker, and they aren't mutually exclusive:The most basic is to just take skills like Exorcism and Esoteric Medicine. This lets you manage a lot of unholy threats without a big points investment and covers the powers you would expect every cleric to have rather than the kind of miracles-on-command which are reserved for actual saints and so on in most fiction and real-world belief systems.The next is spells, but justified by divine power rather than magic. You don't have to feel restricted to the base magic system; in some ways RPM works better as a clerical casting system than as a magical one.Finally (and, I think, most usefully) you have advantage-based systems. Powers: Divine Favor is an incredibly good clerical miracle system, but you could also look at things like Personal Holiness or Soothsaying from Thaumatology (Chapter 7) which are a bit less freeform and suit those who have a 'gift from the gods' rather than regular divine intervention.You should also consider not giving clerics miracles at all, or at least making them very rare. Being a cleric is often an extremely useful social role which doesn't need special abilities to make an interesting PC.
Can I put "reflexive" on an attack? Like an aura that activates when the character is attacked, or a bind that grapples someone's arm when they attack
>>98496234>>98496234>>98497343thank you very much
>>98497310I would love to run a musket era game but then I start sperging about guldens and groschen and the game crashes and burns
GURPS is a social construct.
>>98497665You are a social deconstruction
>>98497665GURPS is an institution.
>>98497665GURPS is love. GURPS is life.
>>98497387Generally speaking, no, but you can if it is a continuous effect which you can switch on an off. For example, you can't put it on your fireball attack to shoot fireballs whenever someone attacks you, but you can put it on your aura of flame so that it switches on when you are attacked. Basically, if it actually uses attacks (i.e. the things you get from taking attack or all-out-attack manoeuvres and gain more of with extra attack) you can't make that reflexive, because you actually need to attack with it. But if it is a purely passive ability which doesn't take an attack to use, that's fine. Likewise, you can use it on things like claws or spines with the switchable enhancement, so you don't need a ready to deploy them.To actually get a genuine attack in someone else's turn, you need to use the wait manoeuvre, as discussed in the previous thread. You can take altered time rate with limitations that restrict it to giving you a free wait under specific conditions, but as the base cost is high it will always be expensive and you only get the one extra turn.For binding, afflictions, or innate attacks this is fairly straightforward (so long as you only want a short-range effect), because the aura enhancement turns those into persistent passive effects. Reflexive isn't usually a cost-efficient purchase for such builds, since selective area and no signature pretty much eliminate any issues with just having your ability active all the time and cost the same.To react instantly with a weapon or unarmed attack, you need to use the altered time rate build.
>>98498125Thanks for the rundown. I feel like GURPS obsession with never allowing interrupting attacks is to its detriment. A lot of fictional powers should be able to interrupt an enemy mid-swing.
>>98497387There might be a way by integrating Stop Hits or Aggressive Parries from Martial Arts into the enhancements/limitations of the ability.
>>98498357Hmm, This makes me think of creating a technique that uses the innate attack skill to create an special parries that uses whatever power you have that uses that skill to attack.Like I feel like an "aggressive parry" where you smack the enemy with your cursed touch or a "grab parry" where you grab the enemy with your binding ability make logical sense.
>>98498415That seems legitimate, since techniques exist to allow unarmed 'attacks' on a defence, such as aggressive parry, jam, trip, hand catch, and hand-clap parry. In fact, you may be able to use such techniques directly with a suitable advantage. For example, if your touch-of-death is a follow-up to your unarmed attacks, it's definitely OK to trigger it on an aggressive parry, and arguably even if it's just an innate attack with the melee modifier it can still do so.Adding this to a ranged attack is very problematic, since there's no precedent for such things with ranged attacks and ranged attacks can't generally parry, so you would need to have the defense roll use one skill and the 'attack' another. This mostly seems like an issue with binding, which typically seems like the kind of thing which can be used for defense, but doesn't actually let you parry with it. You can work-around this by making an alternate attack binding with melee, or having telekinesis with modifiers to represent the fact that you're using your webs / magical vines / psionic tentacles or whatever as an extra pair of hands.
>>98498525I think I could use "follow-up: Universal (+100%) on biding and have it work after an aggressive parry.
>>98488896>>98488915It begins.
>>98488896You're the hero we need but don't deserve.
How do I figure out what advantages have "instantaneous effects" for the sake of affliction?If I give them +10 basic move (aka an extra step), could I force them to take that step instantly?
>>98500792It isn't clear at all, but I'd say that the extra step wouldn't be valid, since increased move is an ongoing effect. Likewise, you can't force them to attack a target of your choice by giving them extra attack. I think it's intended for things where there is a clear change of state between before use and after use, such as warp (on use, you teleport elsewhere), alternate form (on use, you change to a different template), or snatcher (on use, you acquire a new item).On the other hand, afflicting someone with innate attack which has to be directed against a target of your choice would seem to be legitimate, since the attack is an instantaneous effect. I'm not sure if that is intended.It also isn't totally clear how to handle afflicting targets with advantages which impose a cost on them. For example, if you afflict someone with healing, can you force them to spend all their FP healing you? What about abilities with costs FP added to them?Alternate form is another questionable case, since I'm fairly sure it has been used canonically for the classic 'turn into a frog' curse, but the transformation is not only not instantaneous, but incapacitating.
I'm making a campaign wherein the players are small animals, ranging from insects at the low end to mice at the large end. If I use the Size and Speed/Range table as intended, nobody will ever hit anyone else; a skill level of 10 goes from a 50% chance to hit a human to a 5% chance to hit a bug, even if the combatants are equally sized and near one another.Should I use relative sizes instead? A SM -5 creature targeting a SM -6 creature only has -1 to its roll instead of -6?
>>98502723Pick the average size and use that as SM0. Also yeah, use relative sizes.Also read the combat writ large pyramid article.
>>98502723For smallworld campaigns, its best to just pick an average and make that SM0.IIRC its relative sizes for melee, absolute size for ranged.
>>98502723Relative size in melee is actually the official rule, although this is not made terribly clear in the basic set.Rescaling the entire system so that SM 0 is an average character's size generally produces acceptable results, although you will need to consider basic lift and falling damage if you want realism. Basic lift should scale with actual ST, so a one-ounce character with 'actual ST' of 0.8 should have a basic lift of twice their body weight, rather than around 16% of their body weight as is typical for SM 0 characters. Falling velocity should be calculated from actual distance fallen, so a 2" tall character that falls a yard hits at 5 yards per second, not the 28 yards per second that a 6' tall SM 0 character falling eighteen times their height would. Terminal velocity is also very low for small creatures, dropping as the ratio of surface area to weight goes up. As a quick-and-dirty method of estimating this divide weight by (actual) basic lift and multiply by ten to get terminal velocity. Thus a 150 lbs. ST 10 human has a terminal velocity of 75 yps, while a one-ounce ST 0.8 mouse has one of 5 yps. If known, use body surface area in square feet instead of basic lift for better results.
>>98503152Note that this is strictly for realistic physics. Depictions of tiny characters in fiction (especially cinema) often have them moving closer to how humans do, either because they are literally played by humans or because that's how people expect everything to work because they don't intuitively grasp the physics of scaling. On the other hand, cartoonish characters are often able to lift relatively large weights and survive huge falls regardless of size, so using these rules for cinematic pixies, intelligent mice, etc. should be fine too.You may also want to look into logarithmic ST systems like Knowing Your Own Strength (Pyramid 3/83), especially if there are significant size differences between the various tiny races. An ant and a mouse are both 'tiny' to a human, but one weighs several thousand times what the other does.For the sake of convenience, you may also want to use the convention used in some furry media of compressing the scale so that size differences aren't extreme. Thus a beetle can be smaller than a mouse, a mouse smaller than a rat, a rat smaller than a rabbit, and a rabbit smaller than a badger, without having the last step in the chain be thousands of times larger than the first.
Is there a... Reversed version of Luck?As in, make the enemy roll three times and pick the worst result?Or anything similar that forces the enemy to re-roll?
>>98489258Why would you give SJG money?
>>98503674The normal version of Luck allows you to force re-rolls of anything that affects you, so an enemy attacking you could be made to take the worst of three attack rolls, or damage rolls.The Wishing enhancement (Powers, p. 59) allows it to affect any dice roll. To limit it to only affect other people's rolls, I guess take Accessibility or Aspected limitations?
>>98503767I was hoping for a disadvantage I could throw on an affliction. The idea is to curse an enemy with unluckiness, but both the cursed and the Unluckiness disadvantages are just vague gobbledygook that are completely useless in an actual game.
>>98503791I guess you can say that a use of Luck is an instantaneous effect, in which case Affliction (Advantage, Luck, Aspected, Bad Luck Only; Delay, Triggered) seems like a viable build. You hit your opponent with the curse and then, on their next roll (or next successful roll, or whatever criteria you set when you make the ability) they have to re-roll twice and take the worst result. The only issue is that I'm not sure whether afflictions granting advantages with an inherent 'recharge' period, like Luck, also need to be recharged, or can be spammed as often as you like (my intuition is that the recharge is still an issue, so you need to afflict higher levels of luck to use it more often).
>>98503791>>98503767>>98503674I guess I can curse the enemy with "villainous points" from the pyramid article, aspected to be only rerolls. Then I can describe something like "the targets next 5 successful rolls must be rerolled" And go "affliction (Villanous Points 5, -25%)
>>98502723I highly recommend reading Combat Writ Large from Pyramid 3/77, which has a bunch of rules covering combat and fringe cases between characters of extreme sizes, big or small, that the Basic Set fails to fully address. For very small characters, the two following rules might be useful to you:>SM in Melee Combat: As the rule on Size Modifier in the Basic Set spells out, SM is a "modifier to rolls to hit you in combat." That means all combat, not merely ranged combat. However, it needs adjustment for relative size so that opponents of the same SM fight on an equal footing. For melee attacks only, apply the difference in SM as a penalty to the attack rolls of the larger combatant. Add it as a bonus to the attack rolls of the smaller fighter, to a maximum of +4.>SM in Ranged Combat: For ranged attacks only, being closer than two yards cancels some penalties for negative SM (but never results in a net bonus). At one yard, you may ignore penalties due to your target's SM, up to half your own negative SM (rounded in your favor). In close combat, the penalty ignored is up to your full negative SM.
So, now that Revised exists, if I want my friends to learn GURPS, should I point them towards Revised or towards the original Basic Set instead?
>>98504995You want GURPS 3rd edition.
>>98505115If said friends have crippling autism. We just have 4e 10th printing physical books because we play in person now
>>98504995It doesn't matter, the rules are the exact same, this isn't a 4.5th edition. Revised has some addendum sections covering stuff from Pyramid and other books, which is a plus, and whether you prefer the two column or three column layout is a matter of personal preference.
>>98505561>Revised has some addendum sections, which is a plusAnd some censored rules, which is a minus
How should I build a curse that is basically a "don't do X or suffer this bad effect".Malediction with delayed trigger only works once, I want this to always happens until the target is uncursed.Extended duration: Permanent makes the effect itself last forever, I want the trigger to last forever.Like Affliction with malediction Terrible Pain, Delayed Trigger (Holding a weapon), Extended Duration: Permanent just makes the pain last forever once the target picks up a weapon. The pain won't go away once he drops it and start again when he picks it up.Perhaps it's fair as a feature (+0%)? Since cursing someone to be in terrible pain forever is worse than curing someone to be in terrible pain while he picks up a weapon...
>>98504995Rules are the same, but like the other anons have said it adds a few extra rules that are present in other books while also censoring some original rules. I recommend sticking with the original because of the latter.
>>98506010>>98506448The rules aren't censored you fuckwits. The slavery ownership rules are still there, they've been prefaced with "don't do this", and every other bit of "censorship" you snowflakes bitch about is changing wording of flavour text. You wouldn't be censoring yourselves if you went out of your way to avoid "politically correct" terminology, would you?Try explaining to somebody not terminally online that you think the new release is ruined because an example of delusion reads "believes he is a noble taken as a child", omitting the bit about it being "believes he was taken by gypsies", and because "eskimo" was replaced with "inuit" elsewhere.
>>98506495>you snowflakesYeah, I don't trust you, you're using snowflake wrong, there's only one group that does that, and we all know you faggots are a bunch of censorship apologists.Censorship is censorship.In case you're curious, snowflake is a metaphor for unique, because every snowflake is unique. It doesn't mean fragile.
>>98506495>The slavery ownership rules are still there, they've been prefaced with "don't do this"...You're lying, of course. Rules have been removed, and both outright lies and more subtly misleading language has been added. It's remarkable how dedicated to deceit your kind are; even when it's perfectly obvious that you will be caught in a lie, you still do it, because lying is absolutely central to your very nature.
>>98506298Wait, hang on, can't I just put a Weakness: "Picking up a weapon" 1d6/minute, very common, -60pts?Put that in an affliction with permanent duration and it works?I think "You suffer injury merely by being in the presence of a particular substance or condition" does allow for "behaviors" like entering a home uninvited and things like that.
>>98506756Yes, that seems valid, although it only works to inflict damage, not other effects.I guess something like a permanent duration with a limitation of 'stops working while subject is not violating the condition' should be possible, but I'm not aware of a published modifier which does exactly that.
I noticed that having a suitcase Nanofac built into a cyborg or robot is mentioned but no point cost given. How would you stat that out, some form of control and create with transmute only?
So, is there a specific weaponized laser that doesn't automatically blind every single "naked eye" viewing human? Do I have to spend more money to make sure my laser gun isn't a walking talking war crime, or is there a standard feature that makes the laser safe for normal view outside of getting blown up by it.
>>98506682>Slave mentalityThe absolute state of a guy that gets into femdom.
https://youtu.be/DoIb62THIT0?si=-zNlAxH0_VW1sQmI
>>98510743It is known.
>>98510743>>98510745Based
>>98510718Realistically, I don't think it's possible to put out that much light energy anywhere near the visible spectrum and not risk blinding people. If you look directly into the beam from well outside the usual damaging range, or look at it hitting a shiny surface for the very brief time that surface remains shiny, you're going to get retinal damage.You could possibly build in a safety feature which shines a very bright but not damaging light first, to trigger a blink reflex, followed by the damaging laser a fraction of a second later. Some laser designs might raise their intensity slowly enough that they get this effect 'for free'.Pulsed lasers also give slightly more opportunity to blink or look away. I don't think this would be enough to help, but I'm no expert.I believe that IR frequencies are a bit less retina-scorching than visible light, although they don't trigger blink reflexes, so you would want to combine them with a bright visible light to do that. FWIW Ultra-Tech specifies that most of its standard lasers are IR.X and gamma rays don't scatter from reflective surfaces, because nothing reflects them. They also get absorbed well by air, reducing risk to those behind the target. Blinding risk is also reduced by the fact that they wouldn't be stopped by a retina any more than other tissue. On the other hand, they are not only invisible, but also pass straight through your eyelids, so blinking is no protection.
>>98510899There's gotta be a way to make lasers viable and safe for civvies to stare in wonder at my radiant majesty.
>>98510975Near-IR or maybe some varieties of UV, UV isn't safe in the long term but what isI recall some older discussion on the SJG forums where they speculated that rainbow lasers might be more or less eye safe but I can't find it anymore. They've got at least one laser scientist on board
>>98505115based
>>98511028IIRC Luke Campbell is the laser scientist, and I don't think he posts on the SJG forums (or his blog, sadly) anymore.Near-IR tends to blend into the visible spectrum enough that it can go through your eyeballs and harm the retina. It's less bad than visible light per joule, but your exposure time is likely to be longer unless the whole 'shot' is shorter than the time it takes to blink.Far-IR and microwaves stop pretty quickly in water, so they only blind you by making your eyeballs boil, not direct retinal damage. Unfortunately, water vapour is very common in the atmosphere generally, and in the vicinity of people who have just had some of their flesh vapourised by lasers in particular, so those frequencies aren't brilliant for weapons, especially long-range lethal ones.Near UV is just about the worst for retina damage. As you get further from the visible spectrum, that gets less of a problem as cataracts and skin cancer become the main concerns for overspill. Space lasers will probably be as far into the UV spectrum as they can make lenses for, so would be relatively eye-safe (and everyone in space should be wearing a helmet with a UV filter anyway).Air-defence lasers are likely to be blue, for maximum range in atmosphere. These would be horrific for blinding risk, but aiming them at the sky makes that less of a problem. Low-flying missiles might trigger dangerous shots near horizontal though.Small-arms equivalent lasers would probably combine relatively eye-safe IR frequencies with a low-power coaxial dazzling laser (I guess in the green frequency) triggered a fraction of a second before the main one in order to make people blink or flinch enough to reduce blinding risk. Could even use it as a laser-sight.Anti-tank lasers, if possible, will probably want to go as close as possible to gamma rays, using tricks like bouncing the beam along the edge of lead rings instead of conventional lenses. These don't need to worry about blinding people.
>>98511542He posts on some autist discord these days, my friend is a member but I stay far away from transcord
How do i stop my players from executing civilians and prisoners?
>>98514421Remind them that they haven't finished the Geneva Checklist yet
>>98514421Why are they doing it in the first place?
>>98514439>>98514429They think just because it's a WWII campaign and they're the germans they need to evilmaxx
>>98514455Have them go on trial at the end of the campaign.
>>98514472That'd be kino.
>>98514421Why would you want to stop them?
>>98514455Have the German authorities crack down on them. Although the Germans did sometimes do some brutal stuff, they weren't like the Soviets and had some standards of conduct. Just terrorising the locals for no purpose would definitely attract the wrath of their commanders. Dirlewanger was only able to get away with it because he was well-connected, and even he frequently found it necessary to maintain some semblance of order through brutal disciplinary actions against his men.Or have the extended families of their victims start forming insurgent groups which target them in particular. You know, the actual reason why terror tactics aren't considered a great idea by sensible commanders.That said, don't crap on player choice by having unrealistic consequences for acting in character and having their fictional characters violate your personal morality. Most players will eventually have their characters start acting like psychopaths if given sufficient opportunity and some flimsy excuse. That's the nature of gaming; you see it in video games, board games, and wargames too, because people are willing to have fictional personas they control do things to other fictional entities which they would never dream of doing to real people in real life.
>>98514421Code of Honor (Soldier) being an expected part of their job, and a commanding officer punishes them for violating their code of conduct and getting caught.
Do you guys like this new design of the character sheet? It's in Revised.
>>98518328It's basically the same as the old one, and it isn't too bad, but it isn't a masterpiece of design either. Just like pretty much everything about the revised edition, it's a pointless change which doesn't really add anything.
How to do arcanum mechanics in GURPS, the way the game manual describes them as opposed to how the game does?Magic (especially powerful magic) disrupts physics causing complex chemical reactions and tech to fail, tech aptitude causes one to become unable to use magic or magical items
>>98518328DR box still awful, after 22 years
>>98520595Is there a better fan made character sheet somewhere
>>98519666Put this on every magic advantage (or just on magery)Side effect: Unluckiness (Accessibility: only on machines) and then Cursed (Accessibility: only on machines).If you mean machines actually just completely shut down instead of malfunctioning you can just put build an innate attack with Accessibility: Only on machines, aura, always on, and surge.
>>98519666I only faintly recall how magic/tech interact from the vidya gaem. If magic and tech are meant to disrupt each other, then I'd treat it as a feature (no point cost). It's a disadvantage to not be able to use tech, but it could also plausibly be used to your advantage to disrupt enemy tech. I'd also scale it:Say for instance, Magery grants an anti-tech aura that gives a penalty to all technological skill rolls and HT rolls equal to (Magery + Tech Level - distance in yards). Likewise, Magery suffers a penalty equal to (Tech Level + Size Modifier - distance in yards) of the most disruptive nearby technological object.
If I add Limited Use to the extra attack advantage, do I get 1 extra attack once per day or do I get to make extra attacks for 1 minute once per day?
>>98521564I think Extra Attack falls into the category of "ongoing advantages", since it doesn't require a roll and maneuver to activate in the same way that an instantaneous advantage like Innate Attack or Healing does, but merely improves something you can already do normally. Therefore, you get to make extra attacks for 1 minute. Slap on Increased Duration or Reduced Duration if you want to modify that (or half the limitation value of Limited Use for 1 hour, or double it for 1 second, as for Extended Trigger, since I personally think that's fairer).
>>98521643>half the limitation value of Limited Use for 1 hourI was going off of memory when I posted, but Extended Trigger is actually 1/2 value for 10 minutes, 1/4 value for 1 hour, and 1/8 value for 8 hours, from Power-Ups 8: Limitations.
>>98521643>>98521677Thanks. I wanted to get 1 attack so I'll just add a reduced duration.
Let's say I have an innate attack, with the first level of area of effect (2 yards) and emanation.If using a battlemap, I would hit everyone within 2 yards of me, which means 2 hexes away using the rules for tactical combat.If I say "area of effect 1 yard" which kromm has mentioned before, I would only hit the ground under my hex right?If I just want to hit the hexes adjacent to me, how do I do it? I was thinking level 1 of AoE (+50%) and then add an accessibility: only within 1 yard (-10%).
>>98523108It seems logical that if a 2-yard area effect hits everyone within 2 hexes of your hex, a 1-yard AoE should hit everyone in adjacent hexes. If we further assume that a 1-yard area effect is intended to only hit one hex, we can infer that a 2-yard area effect actually only hits those in one hex and its adjacent hexes, etc. (i.e. only hexes that are entirely within the radius are affected).
what did steve jackson mean by this?
>>98523268So for tactical combat, all hex areas should be reduced by 1 in practical use? I wish the basic books were more clear about that.
>>98506682If your game requires rolling for slave loyalty enough for you to be mad about this there's another board for you >>>/pol/
>>98523317
@98523356
>it's not true>ok it is true but it's a good thingBait or stereotype?
Is there a precedent for an advantage turning into a disadvantage?Like Obscure combined with reversed (+0%); and anti-targeting (-20%) straight up makes you easier to hit, if you don't put defensive or ranged.I feel like if you don't put defensive or ranged reversed obscure should just turn into a [-2] disadvantage.
>>98523516Or maybe those anons aren't the same person and not everyone here cares about the "censorship" in the first place.Have you actually used those rules? Were you planning to use those rules? Or are you just bitching for the sake of it?
>>98523673>Have you actually used those rulesYes, on a Dark Sun campaign where I adapted the setting to use with GURPS instead of AD&D. Very useful rules. Either way, all censorship is bad, and you're a faggot for defending it.
>>98523684>Very useful rulesIf you need a table to tell you how to interpret 3d6 for loyalty you're actually retarded. Low number disloyal, high number loyal. Literally any GM could come up with that on the spot.
>>98523673I'm trans btw, I don't know if that matters
>>98523752OK good for you so am I
>>98523745>Faggot still defending censorship and moving goalposts
>>98523785I'm a faggot because I suck dicks, not because I don't care when an unnecessary table gets removed from a 20 year old game book. Hit me up when something that actually matters gets censored. Gonna stop shitting up the thread now.
>>98523819All censorship is bad. Of course a faggot would have no principles.
>>98523819>I suck dicksI had already guessed
Best GURPS play aids?
>>98524410You can only get aids playing GURPS if you play with >>98523819
>>98523559>>98523559Yes, see Shadow Form (Basic, p.83) and Disadvantageous Alternate Form (Horror, p.18).
>>98525522Well if there's a precedent I'm just gonna go "special effect: obscure+reversed without defensive or ranged is a disadvantage worth [-1]"-1 instead of -2 (obscure is normally 2) because it still affects an area around you.
>>98523819>I'm a faggot because I suck dicksDon't worry, we can tell.
How legal is this ability:>affliction: avenger's curse, reduced duration so it lasts 10 seconds>avenger's curse is 10 villainous points, aspected so they can only be used to give enemies rerolls in their favor, and only used once per roundHow it should work is that for 10 seconds, and once per round anyone attacking the cursed dude gets a free reroll.Villanous points can only be used once per session, but since most enemies will die before you need to cast this again, it all works out fine, I think?
>>98523317Damn I forgot to check if that's still in Revised
>>98520718Yes. Make a GCS character sheet to your liking and then print it.
>>98525677I'm fairly sure that limited use abilities put on someone by an affliction knock the entire affliction out until they are recharged. Otherwise you could build something like Affliction (Advantage: Luck, Area Effect, Aura) and get almost unlimited rerolls for less than the price of Ridiculous Luck.So the ability would work, but you get ten rerolls per session, regardless of how many people you hit with it.
>>98528042Do you have any idea where that is said? Cause it doesn't mention anything like that in basic or powers.> Affliction (Advantage: Luck, Area Effect, Aura) and get almost unlimited rerollsThe way I read it, those limited use stuff is per user, not per giver. So you can give luck to someone, but you can't repeatedly give luck to that person, it wouldn't replace the luck they already used.This seems consistent with how sorcery handles giving advantages.Otherwise putting advantages like Luck in affliction would be completely retarded, since you're spending more points for something that you could just do with affects others (+50%);
>>98528107Even the sorcery nerd that adapted 50 billion spells for gurps used luck in an affliction and at no point does he say that the casting is limited to 1/hour, so I'm not alone with this idea.https://enragedeggplant.blogspot.com/2020/04/how-to-cleric-abilities.html
>>98520718Yes, ignore the fag and check the trove. It should be there.
Just read Power-Ups 10 for the first time and Jesus fuck, did Sean Punch write this shit just to fill a book with as many tortured tree metaphors as possible? "Trunks"? "Twigs"? "Forestry"? I hate it.
>>98528399Go back to your tower, Saruman.
>>98525898It is. MA references it though so they were locked in.
I'm making a modern/sci fi mercenary with air control powers. What would the point cost look like to have a Power Defense that only applies to blowing grenades and similar slower, thrown weapons off course?
>>98530988Cheapest would be telekinesis with reactive and a few points in karate so you can use the telekinesis to make ranged parries (which are allowed against thrown weapons, at -1 to -3 I believe.)
>>98530988You could just have a force-field or wall with DR 4 or so, so that typical low-velocity projectiles 'bounce off' while bullets punch through. It reduces damage from bullets, lasers, etc. though, which may be undesirable. Or use the guidance on p. 10 of Power-Ups 8 to build a variant of the Active Defense limitation which takes the same penalties as Parry Missile Weapons.Or just take Parry Missile Weapons along with a perk which allows you to bypass the usual requirement of a melee weapon or DR 2 on your hands. Arguably you need a second perk to do this entirely 'hands free' unless you also have some kind of telekinesis or striker from your powers.
>>98529530Opinions?>New Imbuement>Area Effect>Prerequisites: Imbue 3.>General; DX/Very Hard>Default: Specialty for related weapon at same penalty as weapon default.>The weapon creates an Area of Effect. Treat the weapon’s damage as if it had the Area of Effect Modifier 1 (p. B102), affecting all targets within 2 yards.>Modifiers: -5 to Increase the area to 4 yards, -10 to 8 yards, -15 to 16 yards.I think it's comparable with the existing Shockwave imbuement which adds the explosion modifier instead of area effect.
Some telekinesis-related questions:Is there some kind of advantage or enhancement which turns body parts such as extra arms and strikers into 'force projections' like the virtual pair of hands given by telekinesis? That is, makes it impossible to harm them with attacks, and possibly makes them invisible and usable at range too?Can you modify telekinesis so that it isn't as good as normal hands? Like having Bad Grip and Ham-Fisted, but only on your TK, not on your actual hands?How does TK interact with traits like Ham-Fisted or No Fine Manipulators? Can you even take NFM if you have TK?
>>98532987Looks legit at a glance, although I haven't checked the math.
>>98532987Absolutely fine. The base effect is a +50% enhancement, comparable to Conic Blast or Shockwave. Each extra +50% is -5 to skill, which fits the pattern of most other imbuements.
>>98533006>Is there some kind of advantage or enhancement which turns body parts such as extra arms and strikers into 'force projections' like the virtual pair of hands given by telekinesis?Sounds like you want to buy TK as an alternative ability (p. B61 or P11) to Extra Arm/Striker, so you either have one or the other active at a time.>Can you modify telekinesis so that it isn't as good as normal hands? Like having Bad Grip and Ham-Fisted, but only on your TK, not on your actual hands?Temporary Disadvantage can be used to fill this niche. It's how cybernetics, for example, are handled: the ability having Temporary Disadvantage (Electrical) doesn't give *you* Electrical when it's active, but rather the ability itself has Electrical and gets knocked out easily when you're zapped (even if you, overall, are fine).>How does TK interact with traits like Ham-Fisted or No Fine Manipulators?Those only affect manipulation with natural limbs, not TK.>Can you even take NFM if you have TK?As far as I know there is no explicit rule saying that you can or cannot, so GM's call on if your build is cheesy or not. I personally believe NFM is still valid with TK. Firstly, TK requires Concentrate to use, so any injury or active defense while maintaining TK means you need a Will-3 roll to keep it running. Normal limb use does not have that limitation. Secondly, depending on how you built the TK advantage, it might be trivial to deprive you of the ability (power modifier limitations, Psi Static, etc.) and being stuck with your normal NFM limbs in those situations is a legitimate weakness, so it's worth points. Lastly, if you're relying on a [5/level] advantage to make up for a [-30] disadvantage, you aren't likely to come out ahead in that equation. It doesn't strike me as a points crock.
>>98533680>Sounds like you want to buy TK as an alternative ability (p. B61 or P11) to Extra Arm/Striker, so you either have one or the other active at a time.That's an option, but mostly what I want is the ability to make an extra 'limb' which actually acts like TK (i.e. can't be crippled by normal attacks) while not being restricted by the TK rules (i.e. I don't want to have to use concentrate to use it, and I might like to have it do damage like a striker rather than a punch).
>>98533006>Is there some kind of advantage or enhancement which turns body parts such as extra arms and strikers into 'force projections' lYesit's called "Force Extension" (+50%); See kromm making an "extra block" ability using it
>Rapier Wit>You can use witty repartee to stun your foes in combat. This does not require a combat maneuver – talking is a free action (p. 363).>Roll a Quick Contest of Public Speaking skill vs. your opponent’s Will.>If you win, your opponent is mentally stunned>Gurps Fantas PP 130>Rapier Wit can be purchased with any of the special modifiers for Affliction. Recovery takes place as if the target was mentally stunned, whether the modifiers include stunning or not.This seems OP. And Powers allows you to make it so it's not a silly ability (Words of Power +100%).Rapier Wit [5]: Words of Power (+100%); is literally the same as Affliction [10] + malediction (+100%) at half the price, plus it's a free action!
>>98535525Rapier wit is probably one of the most cinematic advantages in GURPS; potential abuse is mostly limited by needing GM permission.
>>98535660I suppose that's correct. Good to know my reading was right and this is OP.I was gonna allow the player picking Bard to use this to make his bard songs but I'm just gonna tell him to use affliction with sense based instead.
>>98535676There are specific skills designed for bards you should also check out, namely Enthrall, Persuade, ect. They take a while but are very cool.
>>98535684I will allow him to pick those but he was asking for combat songs.
>>98535525GURPS assumes that if the players are retarded that the GM at least isn't.
>>98535525Welcome to Kromm balance "it's okay to be broken because it's made to be broken"
Say I'm creating an advantage out of an Imbuement.I got and buy "Single Skill Imbue 3 [8]" plus "Imbue Skill Penetrating Blow" to default [8]. If I wanna put "Cosmic: No roll Required (+100%), do I put it on just the Imbue Skill (so it's 8*200%=16) or do I put it on the whole package (8+8)*200%=32?I feel like I should just be putting it on the skill, since the imbue isn't rolled.
>>98535525Can a mute use rapier wit?You know, with gestures.
>>98537498No.
>>98537498Yes, if he has enough free hands to use sign language and the target understands sign language.
>>98537498/v/ has been posting about it all week.
>>98537609kek
>>98537609This is more of a knife witmaybe katar wit
>>98518514You're missin th point to the Revised edition. It's a way for people who don't own Characters and Campaigns of Fourth Edition but want to and now they have an addational incentive to purchase it because it was slightly refreshed. The two-column format is a major refresh to me.
>>98537911NTA but I don't feel like downloading the pdf to compare, can you do a comparison screenshot?
>>98537473Thaumatology: Sorcery handles weapon-buffing spells like this, and they put in on the whole package in the Cosmic multiplier. Their logic is that the ability to apply an effect with a DX roll is the new advantage, and the fact that you made it out of multiple parts is irrelevant; you're paying [16] to put AD(2) on a strike with a DX roll, so adding +100% in enhancements to sidestep the roll makes it [32]. All in all, I'm inclined to agree with that interpretation.For the record, T:S doesn't let you eat massive penalties like Cosmic, No Roll Required normally does; taking penalties to reduce FP cost or increase the imbuement's effect can *only* be done off of excess skill bought separately. Someone with Penetrating Blow [32] and DX 13 can't take a -10 to bypass DR completely, even though normally Cosmic lets you auto-succeed as long as your effective skill stays 3 or higher. To eat penalties, they'd need to buy additional levels of skill at 8 points apiece (4/level like normal, +100% for Cosmic). I'm less of a fan of this approach; it might work for some games and not for others. I personally required two levels of Hard to Use (p. P107) in my game instead, which does mostly the same thing but provides some teeny discount and lets practitioners with higher ability scores do some stuff right off the bat.
>>98538280>Thaumatology: Sorcery handles weapon-buffing spells like this, and they put in on the whole package in the Cosmic multiplier. Their logic is that the ability to apply an effect with a DX roll is the new advantage, and the fact that you made it out of multiple parts is irrelevant; you're paying [16] to put AD(2) on a strike with a DX roll, so adding +100% in enhancements to sidestep the roll makes it [32]. All in all, I'm inclined to agree with that interpretation.That makes sense.The second part I disagree. The reason cosmic no roll is worth 100% is because of the ability to ignore penalties and succeed anyway as long as you have 3 or more effective skill.
>>98506682>It's remarkable how dedicated to deceit your kind are; even when it's perfectly obvious that you will be caught in a lie, you still do it, because lying is absolutely central to your very nature.Good god, you whine a 19th century woman.
>>98538577I notice you didn't say that statement was wrong, only that it was delivered in a way you found displeasing.
https://baseds-cosmos.blogspot.com/2026/08/level-drain-in-gurps-dungeon-fantasy.htmlWhat are YOUR thoughts on Energy/Level Drain in GURPS? How do Wraiths work in your Dungeon Fantasy games?
>>98539153>level drainno.Stealing XP is retarded and should never be done in any game. I don't care you reasoning, XP is a meta-currency and makes zero sense to steal with an in-game method.There's already ways of inflicting permanent disadvantages, like maiming and so on, inventing a way to steal XP directly is retarded. If you want to inflict some permanent injury, there's a disadvantage for that already. You don't need level drain in gurps because it has better ways of dealing with permanent damage.
Lets say I want to do a cyclic innate attackdid I understand this right?>innate atack 1d6 tox [4]; cyclic 1/s 8 times, resistible (400%); Resistible HT -4 (-10%).Right? You add 100% per cycle of 1 sec, then half it because resistible, and then you add the resistible with the HT penalty separated.
>>98539501The proposed method in the blogpost is to just have it inflict the equivalent of an Affliction with Attribute Penalty and Extended Duration, Permanent, which is entirely by-the-book GURPS except for the fact that you can't actually reduce secondary characteristics with Afflictions.
>>98539837The rules are correct, but I wouldn't bother specifying that it is resistible twice. Just write the cyclic rate and cost down, then the resistible penalty and cost. It's totally obvious that something with resistible uses the half-price cyclic.
>>98539883Thanks, I'll do that.
>>98539862>except for the fact that you can't actually reduce secondary characteristics with Afflictions.And that's for a reason. Removing HP directly like this is silly and metagamey as fuck. If you're doing a permanent injury just use affliction: Wounded [-5];
>>98539966OP here. How is it meta-gamey? You are sapping their life force away, not making them wounded. It doesn't even make sense to use wounded here, unless you applied a "Magical Attacks Only" limitation on it.Also, that makes their attack do something once. Cool, now I have an enemy that works once and then their special move that makes them so scary does nothing else. What does that accomplish?>>98539862Could be a Cosmic modifier of some sort? "Cosmic, Permanent Attribute Reduction"?
>>98540086>Could be a Cosmic modifier of some sort? "Cosmic, Permanent Attribute Reduction"?No, the option to make it truly permanent is already there in Extended Duration. What isn't allowed is reducing HP at all, because that is a secondary characteristic, not an attribute, and there is no category of affliction which affects secondary characteristics. You can absolutely fuck someone's HT or IQ forever, leaving them dying or mindless, but for some reason you aren't allowed to mess with their HP, FP, Will, or Per. Likewise, you can hit them with permanent Unhealing at a reasonable price, making all their HP loss last forever, but you can't make just a few of their HP go away (except through normal damage, obviously).
>>98540086>You are sapping their life force away,Reduce their HT then. Or ST.
>>98540217Wouldn't "life force" literally be HP, though? >Hit Points represent your body’s ability to sustain injury. [...] You can temporarily lose HP to physical attacks (such as swords), energy attacks (such as lasers), supernatural attacks, disease, poison, hazards, and anything else that can injure or kill. [...] If you lose enough HP, you will eventually fall unconscious; if you lose too many HP, you will die. Lost HP do not reduce ST, despite being based on ST.That reads to me as life force. Reducing ST/HT is something I have also experimented with, and actually if you read the blog post I do outright state that you temporarily lose 1 HT until you use a Remove Curse spell on the affected character. >>98540191Weird. Could be "Cosmic, Affects Secondary Characteristics" then, I suppose. GURPS Powers are mindbogglingly stupid to me, coming from GURPS Magic. If I want a spell that does X, I just write out that the spell does that. I don't sit at a calculator and five books for two hours trying to stat up a Power that still requires rule bending to get it to work how I want it to.
>>98540249>Wouldn't "life force" literally be HP, though?NoHT is literally health with is far closer to "life force". If you're already removing HT, removing HP as well feels completely unnecessary. Permanently removing points is also retarded because it's a meta-punishment not an in-game punishment.The character isn't going to feel "oh no, I have to grind out XP to recover", it's the player that is going to get annoyed.>You're treating it like a video gamelosing a stat permanently with only metagame solutions is gamey as fuck.
>>98540249Power-Ups 9: Alternate Attributes p. 30 goes into detail regarding confusion between HP as meat points harmed by physical attacks, HP as healthiness harmed by supernatural attacks, and HT as healthiness harmed by supernatural attacks.
>>98540445Here's one way to fix the problem.
>>98540275fun fact, I'm emulating 1st ed. AD&D, something most cRPGs that I would be emulating based their mechanics off of. If you feel so strongly about this, I don't understand why you're interacting with it at all.
>>98540453>What are YOUR thoughts on Energy/Level Drain in GURPSMy thoughts are: you shouldn't do it.But if you MUST do it, steal HT not HP.They're losing vitality and thus should be more vulnerable to other things related to vitality instead of just being easier to kill with direct damage.
>>98540451Interesting breakdown. I had something similar in the past, but without these modified costs. I think I would probably switch to something closer to this type of balancing in the future.
>>98540451This breakdown will always be bad because it makes things more expensive just to keep round numbers, plus it invents reasons to make things more expensive, and doesn't even use the opportunity to make shit stats (ST) more useful by going with different progression like KYOS.Oh and making it so you can't buy basic move is stupid too.tl;dr autistic and wrong.
>>98540479Specifically for life-drain effects, it probably would make sense for wraiths to drain HT scaled by HP. For example:>A wraith drains 10 HT*HP.>If the wraith attacks a human with 10 HP, the human loses 1 HT, and the wraith gets 10 HT*HP.>If the wraith attacks an elephant with 45 HP, the elephant loses 0.45 HT, and the wraith gets 10 HT*HP.>If the wraith attacks a falcon with 3 HP, the cat loses 10 HT (and immediately dies), and the wraith gets only 3 HT*HP.
>>98540510>it makes things more expensive just to keep round numbersIt does that only for Dodge.>it invents reasons to make things more expensive>making it so you can't buy basic move is stupid tooAll rationales are taken from Punch's recommendations in the book (IIRC--it's been many months since I developed this reformulation).>doesn't even use the opportunity to make shit stats (ST) more useful by going with different progression like KYOSOne thing at a time. Knowing Your Own Strength isn't in Alternate Attributes.
>>98540537>PunchMr Punch is retarded, that's why Rapier Wit exists. I don't trust him.
>>98540540>Mr Punch is retarded, that's why Rapier Wit exists. I don't trust him.>The Line Editor of GURPSI think you're just retarded, actually. Go play a different game if you don't like the guy that does the editing and a lot of the writing.
>>98540549I said I don't trust him, not that I dislike him. It's not about like or dislike. A lot of dumb shit was left alone in GURPS that shouldn't have been. Like the entire base magic system.
>>98540249>struck by ghoul>all of a sudden take less falling damage and don't slam as hardGreat job brainiac.
>>98540708That is something that I didn't think of. I don't really use slams, etc that often in my games because it isn't something my players do a lot. Frankly, I don't use them a lot either.That is a good point though. It might be worth it to either a) make it so you lose ST long-term, HT short-term or b) make it so you just lose HT and then a decent amount of toxic damage which you can only restore through time.
>>98535676>>98535684There're also the "support" counterpart to Enthrallment Skills, called "Guidance Skills", from Pyramid 3/65.There's also the reverse version of Rapier Wit, called "Natural Leader", which allows a Leadership roll to help allies recover from mental stun. In any campaign that I allow Rapier Wit, I also include NPCs with this advantage as a counter.I also use the rules for Repeated Attempts from GURPS Powers, so Rapier Wit is often only effective once per encounter, and can't be used to just repeatedly stunlock foes. It's still powerful even with this rule, but at least slightly less so.
GURPS might be the only rpg cool enough to have rules for this. Are there any rules for hearing loss from gunfire and artillery fire, and hearing protection?
>>98542497Yes.GURPS Tactical Shooting page 34>Apply -4 to Hearing rolls after gunshots outdoors, or -5 if inside a building or vehicle, unless suppressors were used. This applies to everybody nearby, including shooter, target, and bystanders. The hearing impairment lasts for (20-HT) minutes, minimum one minute. After that, roll vs. HT every second to recover. A critical failure on the first try means the shooter has acquired permanent Hard of Hearing (p. B138)!
>>98542497GURPS Tactical Shooting p. 34
>>98542497Tactical Shooting and High-Tech have rules for hearing loss from gunfire and explosions. Other anons have already posted the rules from Tactical Shooting. There are also generic rules for hearing loss from loud sounds in GURPS Powers: Enhanced Senses. This is useful if the GM wants to assess hearing loss for, say, being near the casting of a particularly powerful fireball spell. Very roughly, every 2x increase in damage, or 4x increase in energy, is equivalent to +10 dB.
Let's say I want to make an attack that also binds.Binding completely ignores DR right? So rather than a follow-up, I should make it linked, give it the exact same range and accuracy as the regular attack, and then I can just make 1 attack roll and it would fire off both binding and the attack?
>>98543040That seems correct. It doesn't look like you can put penetration modifiers on Binding and Follow-Up is a penetration modifier.
>>98543279>That seems correct.Thanks, good to be sure.
I just realized that side effect has a duration of 20-ht minutes while affliction has a duration of 1 minute per margin of victory.Does that mean I can't put "Fixed Duration (+0%)"; on side effect so it's 3 minutes? I've been using to make 1 second side effects by combining fixed duration with reduced duration
I want to create an area of difficult terrain in an area. Not bind people like binding, just make it harder to move around.What advantage is the best for this?I thought about using control + ranged to just create a bunch of rocks in the way.
>>98544229Rules as written, fixed duration can only be applied to abilities which have a duration set by margin of success or failure, so no, you can't add it to side effects. At most you can use reduced duration to incur the effects for 20-HT seconds.It seems reasonable to say that you can add a special +0% enhancement to side effects to have the effect last like an affliction rather than the usual rules. Indeed, this may even be considered a limitation, given that side effects almost always last longer than afflictions.
>>98544483Control can't create rocks out of nothing, but it can certainly distort the ground to make it uneven, raise rocks out of the soil, and so on, which is plenty to justify bad footing penalties.Control is probably overkill if you just want to do this, but I can't think of a better way to accomplish it.
>>98545034Yeah, I'm just gonna go with a special 0% enhancement and combine with reduced duration. I mean making the duration of an effect smaller is probably not gonna be abusive, specially when it's just small penalties.
>>98544483Read GURPS Powers, they have some examples of how to do shit like this.
>>98545133I don't like this because it doesn't create ice in the area.Sure, humans walking around are affected, but if I want to slide something on the slick ground, well, there's no real ice there. It's just a magical effect that makes people behave as if they were on ice.Total Klutz doesn't behave anything like being on ice either. >Make a DX roll to get through the day without doing a pratfall, dropping books, or knocking over shelves filled with fragile items.So once per day the character makes a DX roll not to fall prone. Meaning they won't fall prone a second time in the so called ice slick>Total Klutz: As above, but in addition, any failure on a DX roll or DX-based skill roll is considered a critical failure for you!So if you're prone in the area and shooting a gun, somehow the ice slick is gonna make the gun malfunction, or make you shoot yourself?This is honestly an astoundingly bad example, little better than just telling the GM to make shit up.
>>98545188samefagging to mention that this is also needlessly fucking expensivethat shit is what 26 points? For creating difficult terrain? That lasts only 10 seconds (since they chained the effect that would usually last minutes to an area that is only gonna exist for 10 seconds)For 19 points you can force everyone in the area make HT checks or get stunned, which would repeat every second!
This reminds me that my most disliked rule in gurps 4e is how stun, one of the most devastating status effects in any RPG, straight up removing your actions for multiple rounds (and in gurps also crippling your defenses), is somehow the cheapest damn status effect in the game.
What's the highest starting point totals you've ever played with?How'd it go?
>>98545401I ran a 2,000 point one-shot once. Something like 1/3 of the way through the story I outlined the PCs got into some really dumb argument over politics (in-universe politics that is, not RL shit) and suffered a TPK from infighting. They never even met the main villain.
I'll be honest with your /gurpsgen/ I want to fuck Motoko Kusanagi
How to do this in gurps?>big guy about to punch small guy>right as he punches, small guy raises a spiked wall of earth >guy punches spikes, taking damage, and his attack is blocked
>>98547274That's a Power Parry as described in GURPS Powers p.167
>>98547310It's not power parry because>If his damage equals or exceeds that of his attacker, he’s unharmed; he doesn’t damage his foe. >he doesn’t damage his foe.
>>98547318It's an interaction of mechanics. The Power Parry puts up the defense and the rule in Basic Set (Hurting Yourself p. 379) comes into effect.
>>98547347Ah, that makes sense. So since it's an unarmed attack striking DR, it would deal with the hurt yourself rules. And any extra damage from punching spikes would be up to the GM I guess
Vow: Never Wear Metal Armoris that [-5] or [-10]?Context: In a medieval fantasy where all the decent armor is metal, but if you're badass enough to kill a dragon, dragon scales and leather don't count as metal, but are as good as metal. They're also "Very Rare" in terms of GURPS rarities.
>>98552540-10
>>98552768thanks
>>98540588There's literally nothing wrong with the base magic systemYes the balance is a bit suspect, but no worse than D&D
>>98546298Then maybe stat her
>>98552896It's not generic, nor universal. So it shouldn't have been the base magic system.
Are there any more solo adventures like Saethor's Bane?I quite enjoyed it.
>>98552959Magic as Powers would have taken twice the page count
>>98553069And yet it would have been the correct choice. In a better timeline, it would have been there.
>>98553069And it would've been twenty times as good as a system.
>>98553113I don't necessarily dispute this but I also don't hate it as much as >>98553137
>>98552540On the one hand, armour has a lot of downsides in GURPS, so you aren't necessarily condemning yourself to a sub-optimal fighter build by not using it.On the other 'use no edged weapons' is canonically -10 and chastity and vegetarianism is -5, so it seems like no metal armour should be -10 and no armour at all maybe -15 (same as no weapons at all).
I've got a draft version of the vehicle design system. I'm not going to share it, but it's broadly similar to the old GURPS Vehicles, just a bit more streamlined and with more up-to-date (as of the time of it's writing, which was several years ago) and accurate figures. I don't think there will be radical changes in how the design system works (e.g. it won't change from a component-first, then figure out volume, then mass pipeline to a mass-first one) although it may change from the GURPS mixture of US customary units and decimal ones to a purely decimal system.If anyone here any observations about the existing GURPS Vehicles system which they feel need to be addressed by the new one, but don't require a radically new approach, you can raise them here and I'll do my best to pass them on to Mr. Pulver.Art is going to be a struggle to source, given likely tight budget constraints. I'm doing my best to master some relevant software, but I doubt I will have the time to produce all that is needed. Stock and public domain images will have to be used for most illustrations with maybe a handful of commissioned pieces depending on crowdfunding or my own personal financial situation. Any suggestions or help on this front would be appreciated. Note that illustrations are rather important for managing layout, as words and tables do not generally fit neatly onto a page, so being able to occupy a variable patch of space with a picture is often necessary to keep things neat. As such 'just don't use illustrations' isn't really a practical solution. David (and, I assume, many potential readers) seems fairly set against purely algorithm-generated images ('AI' 'Art') and the cheaper forms of such currently available still seem a bit substandard for black-and-white pictures of vehicles specifically (although they are improving and seem likely to be better by the time writing has finished).
>>98558234>it may change from the GURPS mixture of US customary units and decimal ones to a purely decimal systemIt's called SI or International System, not "decimal".>If anyone here has any observations about the existing GURPS Vehicles system which he feels need to be addressed by the new one, but don't require a radically new approach, you can raise them here and I'll do my best to pass them on to Mr. Pulver.Basically everything on this page: https://www.htmlover.com/000002.html>Note that illustrations are rather important for managing layout, as words and tables do not generally fit neatly onto a page, so being able to occupy a variable patch of space with a picture is often necessary to keep things neat. As such 'just don't use illustrations' isn't really a practical solution.Just vary the line spacing (not the font size) a little bit on a page-by-page basis. Fuck art.
>>98558472>Just vary the line spacing (not the font size) a little bit on a page-by-page basis.That seems like it would look worse than just leaving blank spaces. Of course, you could just leave blank spaces, or fill the gaps with pull-quotes, quotes, microfiction (David Pulver is just about the only RPG writer whose stories are worth reading), or abstract patterns.
House-rule proposal: For the sake of balance, modular ability points cannot cost less than 2 points.Cause otherwise if you put enough limitations, you can end up having modular ability points that cost 1 point per point. It's fairly easy too, if you combine accessibility (narrow category) with requires preparation.At which... Point you simply have a pool of points you can switch around if you take a bit of time.
>>98537950In a few months yeah I will. Money's tight rn. SJG's website had a few exemples of side by side comparaisons already that you can look at.
>>98559945Possibly make an exception for modular abilities where the ability can't be retained indefinitely, although the discount for maximum duration is already too good, so maybe not. Otherwise this seems like a very sensible house-rule.
>>98558234Don't Gurps books use large illustrations that weigh very little, considering the PDFs' usually small file size? I wonder if that should be a preliminary art-style choice needing to be made.>Any suggestions or help on this front would be appreciated.Copy before you innovate? What do we want to see? Also less artistically-speaking, required physical size of images, required definition, required file size, required black/white density to stay within ink budget for printing purposes?For you and Mr. Pulver's AI-generated art opinion/wish , you only wish you could just have it do it all for you in one click, it's just not good enough for what we want. I made Gurps VTT tokens with chatgpt and for each of them I needed an hour of work to turn the final image into a usable token. The first one I did took me probably a day or two (Gimp starting at level 0). The point is that with what AI gives you, you always have to tinker with it a bit, kind of like while 3D-printing you may need to file and sand some areas of your prints.Also I disagree with no AI art. If done artfully it's insane, just check some of the posters on /tg who don't go overboard with it and each one of their images seems to fit-in with the others. "Prompting" is an art, and it's not even enough to be able to put out a nice series of images with the same style, symbolism, "brand", ART. I assume a classic illustrated book may have 3 or 4 different graphic artists, so if you wanted to be a perfectionist you's be using several different identifiable styles throughout the series generation.>>98558472In ordinary conversation, say “the metric system.” In scientific or technical writing, “SI units” is more precise>fuck artNo
>>98560361I personally don't mind using 'AI' and think that you can get pretty nice results if you are willing to spend enough tokens re-prompting, provide decent starting images in your prompts, and do some clean-up work. That reduces the cost in money and time for a few hundred pictures to within what I can spare. It might not be as good as a serious artist, but it will be better than any artist I can afford, and better than most of the ones which RPG publishers typically use.However, some people, especially nerds and boomers, have an intense hatred of 'AI' and will refuse to spend money on a project which uses it. So it would seriously hamper any crowd-funding. I think that David might share this attitude, but I haven't really explored it with him; I just assumed that his not mentioning it as a possibility meant that he didn't consider it an option.My current plan is to get good enough with Blender over the next few months to produce 3D vehicle models at a reasonable rate, each of which can be used several times in images, producing a large number of pictures. This allows more control, especially for weird things like dinosaur mecha. I can't say how successful this will be or how many images I will be able to generate in the time available, but I doubt it will be enough (almost every page will need an image, and it's a full-size book). I'm also probably not going to be able to create good images of characters like this as learning the hard-surface modelling skills is already quite a challenge, so I won't generate pictures of crew, etc.
When writers make adventures for gurps, do they balance for enemies being at negative HP?Like I'm used to having enemies die at 0hp for convenience, but when I want to use a premade adventure, like Mirror of the Fire Demon, the are the pre-made encounters that say "the enemies fight to the death" balanced around enemies kicking around until they fail their HT rolls to unconsciousness?Cause Dungeon Fantasy isn't afraid to give monsters HT 13 or 14 so they will fight for quite a while while under 0hp.
>>98558870Here are some example PDFs, made from my HTML rendition of Alternate Attributes.No breaking or line-height massaging at all: https://files.catbox.moe/uzfce1.pdfNo page breaks inside chapters, no line-height massaging: https://files.catbox.moe/eihvqx.pdfNo page breaks inside chapters, extensive line-height massaging: https://files.catbox.moe/pi20oj.pdfAll three of these PDFs are 46 pages. In the last PDF, the first page looks a bit bad (line height increased from default 1.2 to a whopping 1.6--there just isn't much wiggle room in a one-page "chapter"), but all the others look perfectly fine. Therefore, the no-art approach is perfectly viable.(Ignore the broken table in the Building the Grid section. It kept glitching out whenever I tried to fix it.)>>98560361>Don't GURPS books use large illustrations that weigh very little, considering the PDFs' usually small file size?Have you not been paying attention? SJ Games doesn't care about file size any longer.>Basic Set printing 3: 10 MiB>Basic Set printing 10: 32 MiB>Pyramid volume 3 issue 1: 2 MiB>Pyramid volume 3 issue 122: 9 MiB>Pyramid volume 4 issue 1: 13 MiB
>>98560576It's very interesting that you started steering towards making 2d shots out of 3d models. I went through the same realization when my AI could not draw characters exactly at the angle that I wanted. I wanted to make a few different dragons and only one of them ended up in the correct position for a token. After I was done raging at the prompt (maybe 5 hours lol) started considering making 3d models and rendering in 2d down 30 degrees from a top view.I originally thought the book would be 100-150 pages and have max 30 illustrations.If you plan on a few hundreds then yes, some trickery will need to be used. I'm personnally envisioning scenes where for instance four dark elves are mounting some kind of anti grav chariot, hauling ass, and a nice thick spherical explosion(from some grenade or rocket) happens where they stand on the bridge and hasn't hit them yet. That would be a vehicle in action illustration. You could have blueprint-looking views of a vehicle with and without accessories and seen at different angles, that would be a technical illustration that directly relates to some rule on that page (what I envision you are going for). Others could be one nice and detailed, grandiose vehicle of a certain kind to start a specific section related to it, those would need to be epic, very detailed, thought-inducing and large.
>>98560754See Dungeon Fantasy 2, p. 27 "And Stay Down!" Only 'boss' monsters are expected to make HT rolls to avoid unconsciousness and death (assuming you are using this optional rule, but I think DF is meant to be balanced around this assumption for a 'modern dungeon bash' style of game where the PCs are almost guaranteed to survive against hordes of enemies, while using the full standard rules would give a more OSR-style 'hard-mode').
>>98561132Thanks, I had missed that box
>>98560754>>98561132Dungeon Fantasy Monsters 1 strongly implies that all monsters are expected to get HT rolls to remain conscious and alive in a few entries. Demons of Old might be 'boss monsters', but Gladiator Apes are surely no more than 'worthy' foes, and Void Brutes are pretty much archetypal 'fodder', but all of their descriptions note the difficulty of inflicting enough injury to get them to automatic death.
This discussion reminds me that one of the things I broadly dislike about GURPS is that the thought process of the writers tends to be rather opaque and that the readings of the rules that make the most sense don't always fully leave their heads.
>>98562033Is this more of an issue in GURPS than anything else? Most people do a really bad job at explaining their intentions and assumptions in almost everything.
>>98562033I request a brief voir dire to understand Anons experience with writing and game design.Is this an expert opinion?
>>98560576>option 1: spend months learning 3D modeling>option 2: spend hours adjusting the line spacing>pick option 1
>>98564061Do you have a medical license to give out prescriptions sir?It seems I didn't quite get the past posts, need to add illustrations to fix text formatting?
>>98564140HTMLfag is trying to shill adjusting the line spacing to have the text fill the page without adding any sort of image to fill blank space. He is, as usual, completely retarded, and anybody with functioning eyeballs could tell that having the line spacing bounce around looks atrocious.
>>98564061I will never consume anything that takes route 2, simple asI'd rather have a thousand books with shitty Poser art
>>98564250>>98564408Retards. Here's another example. This one actually has a bunch of tables, so it's more comparable to GURPS Vehicles.No modifications: https://files.catbox.moe/6qeugz.pdfWith painstaking line-height massaging: https://files.catbox.moe/91t62p.pdf
>>98565183Do i need to re-upload the Gurps Combat Resolution cheat sheet as an example of fitting things onto a piece of paper?So what 3D models do we need? I'm thinking a spaceship, a futuristic bike from Akira, a Mech, a tank, a sedan with bulletproof plates everywhere and an African-style pickup truck with a machine gun or AA battery mounted on the bed. Thoughts?
>>98565183I think you're just going to have to accept that your aesthetic taste is radically different from that of most people, even other autistic people.>>98565273>So what 3D models do we need? I'm thinking a spaceship, a futuristic bike from Akira, a Mech, a tank, a sedan with bulletproof plates everywhere and an African-style pickup truck with a machine gun or AA battery mounted on the bed. Thoughts?That's a good selection, although a much wider variety is probably needed.You want to show a variety of tech-levels, from stone-age dugouts to far-future hyperspace cruisers. Likewise, you want a variety of realistic and varying degrees of weird design, including classic fantasy, steampunk, raygun gothic, cassette futurism, space opera, post-apocalyptic, etc.You need to illustrate land, water, air, space, underwater, subterranean, and maybe more exotic vehicle types, although the first three should dominate.Images of components to make navigation easier. If you're scrolling through quickly, you should be able to identify which section you are in by the pictures.You should illustrate most forms of propulsion; wheels, tracks, legs, props, jets, etc. In some cases (e.g. flexibodies, auger drives, stopped rotor wings) this may be necessary to show what they even look like.Inspirational scenes like car chases, tank battles, etc. to make people enthusiastic about vehicles.My basic list: car, truck, AFV, train, bike, mecha, plane, helicopter, ground effect vehicle, dirigible, warship, commercial ship, boat, submarine, spacecraft. Most of those should have at least three versions; vintage, modern, and futuristic. If built with basic parametric modelling methods, it should be easy to create several variants of most of them, giving over a hundred models, which can be combined into hundreds of scenes. Of course, you also need scenery, although that is a bit easier.If you're thinking of finding free models online, it's possible, but many are non-commercial use.
I have no knowledge of what was in the 3e vehicles book, but I hope this new vehicle design system ends up better for mechs and has enough switches for cinematic stuff.
>>98565653>I think you're just going to have to accept that your aesthetic taste is radically different from that of most people, even other autistic people.Okay, here's another angle. Have you considered JUST LEAVING THE FUCKING BLANK SPACES IN? BTRC did this in the CORPS Vehicle Design System.I can't believe you want to waste a zillion man-hours of time on something that is one hundred percent pointless.
>>98566035Oh, no! Blank spaces! The horror! I need to spend 10,000 hours learning Blender to fill them in!!!
>>98540549He's just doing it for attention.>>98552896As much hate as Magic gets, DnD's magic system is infinitely worse in my experience.The problems with the former come down to editing and lack of update while the latter are more fundamental and were further exacerbated by the various buffs casters received with the "new" editions.
Just use ms pain art
>>98566051I will buy the book just to look at the pictures
Tank modeling in Blender, looks kind of hard to do. But then maybe after one gets good at this they can make any other vehicle with the same basic techniques.https://youtu.be/aojX86Nk-2s?is=26HKmiuejb_gQah2
>>98566458That guy seems to do everything the hard way (possibly because he did a lot of his videos before geonodes really got going) and he's really obsessive about getting the details right. If you're willing to be a bit looser with realism and are comfortable with the procedural tools, it can be quite a lot easier.
>>98566692>tank by Robert Crumb
>>98566756>David Pulver book illustrated in the style of Robert Crumb>it's vehicle design
>>98566756
Kind of tough to imagine a tank that has "Anything You Want".
>>98566692What are geonodes and what is the point cost during character creation?
>>98572039Essentially a weird and limited programming language which consists of visual blocks rather than text, which can be used to manipulate almost anything in Blender in rather arbitrary ways (e.g. change space so that up is red, left is clockwise, and forwards is inside). Knowledge of them is basically just a skill familiarity with the software, so has no inherent cost at character creation.Being able to do the same thing in the real world would be like the abilities from GURPS Powers: The Weird, especially dimensional control.
>>98546298She's not interested unless you're a dyke anon
If I wanted to run a silly game inspired by isekai series like Konosuba, which books would you recomend I look into? I know of the fantasy book but maybe some other books have fun mechanics i could incorperate.
>>98574952"Dungeon Fantasy 2 Dungeons"Pyramid 104 "It's A Quest!"Pyramid 99 "What Doesn't Kill Me Makes Me Stronger"Pyramid 77 "It's A Threat"Pyramid 72 "Dungeon Fantasy Video Gaming"
>>98574806>they didn't read Sex and Pregnancy
If, Appearance Attractive gives +1 on reactions and Sex Appeal; and costs 4 points;Would:>Appearance: Cute!: +1 on reactionsCost 1pt or 3pt? Basically, just removing the bonus to sex appeal from attractive.Mostly because sex appeal is never used in my games.
>>98576191>Attractive: +1 on reactions and Sex Appeal for 4 points>Pitiable: +3 on reactions for 5 points>Perk-level Pitiable: +1 on reactions for 2 points?
>>98576221That makes sense. I'll go with 2pts.
>>98576191+1 on reaction rolls is 5 pointsAppearance is basically just that with 'sense based: sight, -20%'The bonus to sex appeal is a special circumstantial bonus which is probably worth no points. At most it's a 1 point difference.>>98576221Pitiable affects a very narrow category of reaction rolls, it is not +3 to general reactions like appearance is.Also, 'perk-level' strictly refers to things which can be taken as a 1-point perk.
>>98576448+1 to a skill being less than a point is absolutely wrong.Weapon bond [1] is +1 to a skill restricted to a single specific weapon, which is a massive restriction.GURPS does not differentiate between skills when it comes to points, +1 to a weapon skill costs the same as +1 to Erotic Arts.
>>98576471Appearance clearly isn't priced according to skill bonuses though, because that would imply a general +1 to reactions and all other influence rolls (without the sense based limitation) would be only 3 points. Since appearance clearly isn't charging you for the +1 to sex appeal, it makes no sense to give a discount for removing it!GURPS also generally doesn't give a discount to traits which are less useful in a given campaign. Talents don't cost less if they cover skills which simply don't appear in the setting, for example. Skeletons and golems pay for vacuum support even in standard fantasy games where they never have to deal with vacuum. Injury Tolerance (No Blood) costs the same whether or not the bleeding rules are used.
>>98576662Your fundamental assumption that +1 to reaction rolls is 5 points is flawed.Charisma is +1 to reaction rolls, AND +1 to Influence rolls (see Influence Rolls, p. 359); and +1 to Fortune-Telling, Leadership, Panhandling, and Public Speaking skills.You buy charisma to get the +1 to all the talking skills, with the reaction bonus being an extra.And charisma costs 5/level.And the system clearly doesn't value reaction bonus that highly, since every talent gives +1 reactions on some limited circumstance in addition to +1 to 4-5 skills.
GURPS Dungeon Fantasy has its own version of sneak attack that is striking ST with limitations.I was thinking of making a more gurps-like sneak attack.IMO it would be a technique to hit the vitals or neck from behind instead of magic extra damage.So>Sneak Attack if he real>Unique Technique [1]; Sneak Attack: Knife attack to the vitals -3 from behind, bought to default [3]; >Full Cost: [4]Thoughts?The cost may be wrong cause I don't remember how to price techniques besides the average ones.
>>98577052Seems kind of weird, since GURPS already has generous benefits for rear attacks, and it doesn't make much sense to only be able to target vitals reliably from behind, since hitting vital organs generally requires visualising the position of structures deep inside the body, which would be the same from any angle.If you want to emulate the D&D backstab convention, then 'magic' extra damage seems like a perfect fit.Rules-wise, it seems problematic since it implies a default situation where anyone can try to hit the vitals from behind at a penalty less than the penalty for hitting the vitals. Which in turn implies you can get an arbitrary bonus to offset hit location penalties by declaring that a technique which only works in whatever situation you happen to be in could exist.
>>98577250Just buying off the penalty to hit the vitals is already a thing you can do (well, it's an optional rule called "targeted attacks in martial arts p. 68). In fact one of the examples includes a chink in armor, which is even more devastating.>(Rapier Thrust/Vitals Chinks): Defaults to Rapier- 10; cannot exceed Rapier-5.Restricting it to be "only from behind" was just me assuming that learning the perfect how to stab someone in the heart from behind would be a different knowledge than learning how to stab someone in the heart in the middle of a fight.I do see I made a mistake that you can only buy up to half of the penalty, not up to default.
>>98576718>the system clearly doesn't value reaction bonus that highlyIt's equally valid to argue that the system doesn't value skill bonuses very highly, since you can't tell what part of the package is paying for skills as opposed to paying for reaction bonuses.The Basic Set is quite explicit that reaction bonuses from new advantages should be based on the price of Reputation, which is 5 points for +1 reactions from everyone all the time. Any advantages which give a better deal than that are offering a discount for buying a 'package'. But you shouldn't be able to break a package into its component parts and still get that discount! Otherwise you could buy individual skills at the cost of a talent divided by the number of skills it covers, or enhanced dodge for zero points, since combat reflexes gives you +1 parry [10], +1 block [5], + to all fast-draw skills, a bonus to fright checks, and several other benefits for just 15 points.If you don't like the package deal of appearance, you should make a new advantage which gives the benefits you want, which is +1/level to reactions with sense-based (vision) for [4/level] according to the guidelines for creating new advantages.
>>98577286Read what I actually wrote. I know how targeted attacks work. Their default is the default to hit the location, so there is no problem of defaults changing basic combat rules. If a technique can be made which targets vitals at a penalty of only -2, then anyone can attempt to target vitals at that default, because that's how defaults work. Therefore, the penalty to target vitals by default would be both -3 and -2 at the same time, which is obviously silly. Ergo, a technique which allows vitals to be targeted with a default of -2 is not valid.The correct method to implement such an ability would be to combine a targeted attack with a technique which gives a skill bonus while attacking from behind. The attack from behind technique would default to any melee weapon or unarmed skill and then raise the effective skill from there. This makes sense in rules terms, but is still rather unrealistic, so probably qualifies as a 'cinematic' technique.
>>98577375Oh, I get it, I am doing what you are saying but I wrote it wrong. I was trying to use the "skill to advantages" rules from pyramid to turn a technique into an advantage.
Can I have "takes recharge" but use a die roll?Since the smallest takes recharge is 5, I could use "1d6+1" and it'd be fair right? 4 is equal to 1 dice using gurps numbers to dice conversion.
>>98579290I don't see any reason why not. I use the rules for "Modifying Dice + Adds" to convert from Dice to Adds and vice versa for pretty much everything (effect durations, area effects, ally groups, etc., not just damage) whenever I want to add or remove randomness.
>>98579290Turning something from a fixed number into a die roll could theoretically open up interesting interactions with things that specifically interact with die rolls, such as Luck and Super Luck. But nothing game breaking. Seems about right to me.
What is you guys' preferred method for calculating costs of modified advantages? Additive or multiplicative?
>>98577052Isn't that just Targeted Attack from MA
How would you handle extra dimensional storage that shows up in a lot of stories? Online I have seen payload with a + 50% cosmic enhancement but that ties it to weight and in most of the stories it is limited by volume. I have also seen mention of a version of Jumper but that makes you have to jump in and out of it
>>98580531Multiplicative. I allow Limited Enhancements, and Multiplicative Modifiers is just Limited Enhancements but applied to the base advantage too. If I didn't use Multiplicative Modifiers, then it'd be actually cheaper sometimes to use Limited Enhancements over normal enhancements, even though the normal enhancements are more limiting, which would make no sense. It requires a bit more math, but Multiplicative Modifiers is the only way that makes sense.For limitations whose total go below -80%, I use another table based on the SSR table to let point costs always go lower but never reach 0. In general, every -120% of limitation value divides the point cost by a divisor of 10.
>>98580531I strongly prefer multiplicative, but I have to admit that limitations such as Costs FP or Cost HP only make sense if you're going additive.
>>98580531The official multiplicative is kind of shit, since it is additive except for the final step. My preferred method if I were designing my own game would be to have each individual modifier multiply the total, so instead of (base cost * (1+enhancements) * (1+limitations) it would be base cost * (1+ enhancement a) * (1+ enhancement b) * (1+ limitation c) etc. However, I think that's probably not going to be balanced using the current values for modifiers, so I would almost have to write a whole game to use it in GURPS.So, given that I'm not willing to do that, I need to use one of the official systems. MM might be slightly 'fairer' but it's way more trouble to actually use, since all the published material and most fan-work assumes additive modifiers. So I stick to additive modifiers because that's the least annoying option even if it's the one furthest from my actual preference.
>>98580721>I strongly prefer multiplicative, but I have to admit that limitations such as Costs FP or Cost HP only make sense if you're going additive.Have you actually read the multiplicative modifiers rules? They are entirely compatible with levelled modifiers, because within each category of modifier (enhancements, limitations) they are additive.Even if that wasn't the case, you could easily stack the same limitation / enhancement multiple times by just multiplying repeatedly, or enable additive math for multiple instances of the same modifier only.
>>98580637>Online I have seen payload with a + 50% cosmic enhancement but that ties it to weight and in most of the stories it is limited by volume.What stories, specifically? All the examples I can think of are just 'whatever the writer wants to fit in there' with no mention of how it is limited.Regardless, seems like there could be a zero-point enhancement which converts payload from weight-based to volume based. All you really need is to figure out a fair conversion rate. Probably somewhere in the 50-100 lbs. per cubic foot range (water is a little over 60 lbs. per cubic foot, most solids are denser, but most objects aren't entirely solid).
>>98579290>>98580491Error stats for this approximation (using Nd+M over 1<=N<=3 and 4<=M<=11), since I was curious. It's pretty solid.https://anydice.com/program/4373e
>>98580936Well in cultivation novels and LRPGs mostly thought they can show up in other things as well. I always assumed that they were transmitted from D&D to video games to whoever was writing those kinds of books. So you went from a bag of holding to a storage ring or amulet or what have you. And in most of what I have read of them they are volume based so if you have a ring holding a three foot cube you could fit hundreds of pounds of gold or lead into it but not a three pound staff because it is six foot long. It is fairly common for people to have private storage in LRPGs like in a video game but they are usually slot based and I not thinking of using that partly because I do not have the slightest idea how to stat it out since they usually ignore weight and sometimes volume or sometimes there is a volume limit per slot. So you are usually limited by number of slots and what will stack in them.
>>98580491>>98580516>>98580965Nice. Should keep things more fun if you ever use a takes recharge ability in combat.
>>98580531I don't know the difference.The way I've been doing is>add up all the %>use the percent o the basic valueso>DR 2 [10]; Force field (+20%); Fire Only (-20%); Hardened (+20%)>20%-20%+20%=20%>10*(1+0.2)=12
>>98580917>However, I think that's probably not going to be balanced using the current values for modifiers, so I would almost have to write a whole game to use it in GURPS.I think for most enhancement values, the idea of True Multiplicative Modifiers is fine. Most limitations would need a bump to their value to be worth it, though. If I had to make a general rule for price adjustments, then I'd say: limitations that are -15% or smaller should have their value doubled, everything from -20% to -60% should be worth -10% more, and -65% to -75% should be worth -5% more.
>>98581581That's additive, AKA the standard GURPS system. The multiplicative system in on Powers p. 102 and it simply has you apply enhancements as if for additive, then take a total value from that before applying all the limitations as a block. So your example would become +40% to the base cost [14], then -20% to that total (i.e. 14*(1-0.2) = 11.2, rounded to 12). I think it always works out the same cost or cheaper than the other system, but prevents limitations being 'overwhelmed' by expensive enhancements (e.g. +300% of enhancements and -20% in limitations could be much worse than the +300% of enhancements alone, but give you a relatively small saving).
>>98582388Oh, I see.So, lets take a big expensive power, Warp [100]Add "Cosmic: No roll" for (+100%); and then max range 10y (-50%).Using the additive, it would go >(100%-50%)=+50%, so warp would cost 100*(1+0.5)=150.Using the multiplicative, it would go>100*(1+1)=200 and then 200*(1-0.5)=100Wow, that is a big difference, assuming I did it right.
>>98582443You did it right. It gets even mor extreme with larger modifier totals; for example, an ability with +200% in enhancements and -70% in limitations would be 230% of base price in the additive system, but only 90% of base price in the multiplicative one.
>>98583189That does seem much better and suddenly limitations like fatigue cost being only -5% make a lot more sense.I'm tempted to start using it for all abilities.
Multiplicative is always cheaper as long as total applied limitations are less than or equal to -80%. Additive is 2.4x more expensive than multiplicative with -80% limitations.https://www.desmos.com/calculator/iaot24baw4X axis is total enhancements applied (in percentage)Y axis is final point cost after applying total limitations (also in percentage, controlled by slider) to the base costThe red line is additive math, the blue line is multiplicative math, and the transparent purple line is the difference between them.
It does make me wonder why multiplicative isn't the standard.
>>98582443The cost to using multiplicative though is that the max limitation value is -80%, so that cosmic warp ability could only be brought down to 40 points with multiplicative, as opposed to 20 with additive
>>98583792Oh, good point. The minimum cost of the ability rises with the amount of enhancements, that is problematic.
Am i being slow as a gm? My session that i held today was basically finishing an interrogation they did today, discussing how to proceed, searching for civilian clothes, then proceeding to a local police HQ and dealing with the paperwork to get in there, then storing their clothes in there safely, having a coffee break and talking about stuff, then leaving to the house with hidden civilians and ending the session there. It was about 1 or 2 hours. Next session they should go do some shooting. Atleast they don't seem to mind and look to be having fun.
>>98585983A few hours between action scenes isn't unusual at all, especially in an investigative game. Tabletop RPGs are a very slow medium compared to almost anything else. A two-hour movie plot might fill a whole campaign of a dozen sessions. A novel is at least a session per chapter. Even board games and LARP are notably quicker.
Rule change: Extra attacks, dual weapon attack, and anything that just gives you +1 attack instead of a full extra maneuver gives your melee attacks +1 rate of fire.This is based on the zombies rule where multiple enemies acting at once just add to rate of fire of attacks.Thoughts?
>>98583844I still think multiplicative is much better overall
>>98586873Makes additional attacks weaker, but attack-spam was always a bit too powerful so I don't know if it is unbalanced overall.If you're fixing that, I'd still allow one of the attacks to be a feint (assuming you are keeping feints), and add that you can trade attacks for readies, before converting to RoF.How would you handle attacks spread across multiple targets? Split RoF? Just let the hits be assigned to any viable target?What about attacks with multiple weapons / body parts / skills? That's kind of the default for single characters with multiple attacks, so you need to be able to handle it. If you only apply the RoF rule to identical attacks, that gives a strong incentive to use non-identical ones.Would ranged attacks remain the same, or get a similar rule? How would their inherent RoF interact with that from multiple attacks?
>>98588106>one of the attacks to be a feint (assuming you are keeping feints), and add that you can trade attacks for readies, before converting to RoF.Yeah I agree.>attacks with multiple weapons / body parts / skills?Skill: You use whichever is the lower skill. Damage I'd ask the player to prepare their order of attacks ahead of time. So if some madman is playing a thrikeen with a dagger, an ax, a sword and a mace, you'd pick the lowest skill between ax/mace, longsword, and knife, then if you got all 4 hits the player would have written ahead of time that he goes >sword->ax->mace->knife or something like that.As the GM I'd have the monsters order of attacks prepared ahead of time too of course.>Would ranged attacks remain the same, or get a similar rule? How would their inherent RoF interact with that from multiple attacks?Same rule, I'd just add up their RoF. So if the same madman thri-keen was wielding an AK-47 + 2 pistols, you'd pick the lowest skill between both gun skills, and it would add the 3 ROF from the pistol to the 11 from the ak.I think this is already a rule somewhere in basic but, if you're rolling damage for more than 3 hits, you just use the average.
>>98588206I assume that in the case of multiple weapons, you need to make one hit from each before you can do it again, otherwise you would just always choose the most damaging weapon for all hits.Lowest skill makes wielding multiple weapon types very weak. It was already sub-optimal due to needing two skills. Now it is worse than single skill unless both skills are the same, on top of a substantial reduction in chances to hit from switching to RoF. That encourages players to keep things simple, but kind of makes classic builds like sword-and-dagger, katana and wakizashi, or even aggressive sword-and-shield inferior to dual-wielding similar weapons. Hatchet / axe becomes even more appealing (one skill, allows high damage and parries, no worse odds of hitting with the main attack than before).How to handle dual-wielding without OHWT/ambidextrous? -4 to skill seems excessive.
>>98588296Hm. You raise good points. I usually don't see my players using different weapons for their typical dual wield builds so I didn't think about it.I see no other way besides going "lowest skill" tho cause the dual-wielding technique itself defaults to "lowest skill -4".>How to handle dual-wielding without OHWT/ambidextrous? -4 to skill seems excessive.Recoil increases from 1 to 4. It's only the attacks with the second hand that get penalized.