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Anonymous /tg/96203836#96218642
7/31/2025, 9:45:26 AM
>>96211718
>3 days
I spent like a year to learn the system to a level where I can actually use it. I picked it up and dropped it like 4 times, but recently it finally clicked. I don't regret it at all, mind you, but the basic sets are really shit in some respects
>Lets put some of the most important battle rules under the tactical combat chapter which EXPLICITLY STATES DEALS WITH MINIATURE COMBAT
The thing about not needing everything is very much correct, and it's a pretty easy system to keep simple, but you really have to go through everything or you'll probably miss some important shit that makes games way better (or downright playable in some cases, Deceptive strike anyone?). This also includes things like skills and advantages, where there are some advantages that are much more common than others, and some just have specific inbuilt combat rules you'll find nowhere else (which I think is a positive, but it can bite you in the ass if you don't know them), pic rel.

>>96218538
>read the equivalent of the Silmarillion
The second book can be a bit dense, but the first book is mostly tables and lists. I enjoyed reading it, but then again I enjoy reading RPGs in general, and I love 3.5e, so this is my brand of autism. YMMV. My advice is to just start with some combat simulations. One thing that GURPS does well in my opinion is that characters are really easy to create, so its at least easy to get started.

I've also never did anything too special with it, like vehicle combat etc. so I don't know how those things stack up. Also I just tend to use quick & dirty rules for shit like that. Aint nobody got time to be tracking how many masts my ship has left.