OP's PDF: https://anonymousfiles.org/files/f8805a595539/
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>>95831980GURPS 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 those who pay attention to file extensions.
Never post direct links to the archive anywhere.
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.
>TQ: Are there any books you would like to see for 4e before the end of its production?
Is there any rule covering long overland journeys on a mount? Do you still roll Hiking when you're travelling on a horse? Does the horse roll? Do you still lose fatigue, or does your beast?
>>95931985Dungeon Fantasy 16 p. 21
i'm (still) having fun in my ecchi vrmmorpg isekai pbp duet
>>95932240Ordinarily I'd call you names, but today, I'm feeling peaceable. Good for you Anon. You're technically not a nogames.
Vehicles, I want Vehicles 4e.
>>95932357Iโm desperate for Mecha 4e myself. Mekton is pretty good, but if they ported Mecha to GURPS 4th Iโd switch in a heartbeat.
>>95932382I actually wanted to ask someone about this because I'm considering trying 3e.
Is 3e shit or is it actually pretty good? almost everyone says that 4e is better but, how big is that gap?
I'm currently running my first ever GURPS campaign. It's been a few sessions so far. Players really love the customizability and number of options. Although, there are some snaggles.
>1.) Players are really overwhelmed by the sheer number of skills, and are often blindsided by the huge default penalties when they try something that they didn't even know needed a skill.
I've tried to alleviate this issue by creating a small list of skills that will be most important in my campaign. Only one player (let's call him P1) has actually read my recommended skill list, though. The other two just put a few points into a few combat skills and nothing else.
I also recommended that those who don't want to bother with skills should buy up high levels of attributes, Talent, wildcards, or a modular ability. P2 and P3 decided to just buy high levels of attributes. It wasn't until last session that P3 decided to buy a wildcard.
I also tried to explain that you can get bonuses for Equipment Quality, Time Spent, Extra Effort, and so on. They have no trouble remembering equipment bonuses (since it's written on their sheets), but always forget Extra Effort and Time Spent. I try to give Task Difficulty bonuses (around +3 to +5 most of the time) for doing trivial tasks, although I still worry I'm being too stingy, or if there are any other bonuses I'm forgetting.
>>95932462>2.) Players have trouble wrapping their head around the fact that you get only one unpenalized "action" in combat, and that a lot of things other games take for granted (e.g., readying a weapon) also cost an "action"This has honestly been the hardest thing for me to get them to accept. Every turn of every combat, P3 will try to pull off multiple high difficulty actions per turn (e.g., "I sprint toward the closest guy, grapple him, pick him up, then throw him at the other nearest guy" or "I take a shot at a guy from 100 yards away (without aiming)"), and gets disheartened when I explain how this would require multiple turns or give huge penalties to pull off.
I recommended that PCs use All-Out Attack or Extra Effort, or take Extra Attack, TBaM/WM, or techniques if they want to do this sort of thing. But they almost never use All-Out Attack or Extra Effort, even when they outnumber their foes or have time to rest, and I'm not sure why. P1 took Extra Attack 2, but I still need to keep reminding him that his extra actions can only be used for attacks, and that movement and readying aren't free. P2 and P3 didn't take WM until last session after much explaining and convincing.
I also tried to show how the limited action economy can work to their advantage since enemies follow the same rules. For instance, an enemy grenadier took four turns to ready, arm, aim, and throw a grenade at the party, which gave them ample time to react by getting out of the way or shooting him. When I tried to run a similar encounter in D&D, it resulted in a TPK, because nobody had any chance to react. But I'm not sure if they're convinced yet.
Note: All the players have their own digital copy of the rules that they can open at any time. So it's not as if we all share one book. I've even highlighted the most important sections of the rules that players should know about (like the first section for Success Rolls and the first Combat chapter), but I don't think anyone has read them.
What's the latest you can apply Bandaging and Treating Shock after a person is wounded? Within an hour? 24 hours? Whenever? Am I also correct in assuming that each set of wounds can only be treated once?
>>95931963 (OP)Is there an area of effect innate attack limitation that's like "cannot aim at ground for the +4, must hit a valid target"?
>>95932477>I sprint toward the closest guy, grapple him, pick him up, then throw him at the other nearest guyThat one is weird
I mean can you even do that in D&D?
I feel like it would be difficult to do all of that in most RPGs
>>95932910I think the closest you can get to RAW in most editions of D&D for lifting and throwing a person is treating them as an Improvised Weapon. This normally requires two attacks (one to grapple, then one to throw), and deals a pittance of damage (1d4+STR mod), but has generally impressive range (20/60 feet), regardless whoever you're throwing, because a person does not resemble a weapon, so they default to the worst possible weapon stats. Every DM I've ever played it has always house-ruled it some different way. It's one of those things that every party will try to do, but D&D still refuses to have rules for.
Compare/Contrast GURPS, which requires three attacks (one to grapple, one to lift/pick-up, then one to throw), but has range and damage actually scale with your ST and the weight of your victim in a way that makes sense, as long as you don't mind a bit of extra math.
>>95932394It's solid, especially if you add in the stuff from Rules Compendiums I and II that collate a lot of stuff that was to become a part of Basic in 4e. Some stuff is still going to be weird (attribute costs, 1/2 point skill investments, armor granting DB, etc.) and 4e has a lot more support for doing different things (a LOT of "alternate" magic systems in 3e is just Magic with a new coat of paint, for example), but it's not a huge difference. At the end of the day, GURPS is still GURPS. It's not D&D where every edition was this radically new system with the old name stapled on for brand recognition.
>>95932560I don't think there's any hard rule, but IRL there's only so much time before the damage from shock is done and the window to treat it is closed. I want to say probably half an hour after the last injury? And yeah, after a first aid regimen you've basically done all you can like that; extended care like changing bandages and the like are covered by long-term medical care via Physician.
>>95932895Sounds like a Nuisance effect to me, probably just -5%.
>>95932910Only tricky part in GURPS is that RAW you can only lift something heavy as a Ready action. Otherwise it'd be pretty straightforward.
>>95932462>>959324771) Oof, trying to fix that mid-game is a pain in the ass. Stuff like that is why I really like using templates for PCs; it gives newer players, if nothing else, a list of advantages and skills related to a concept in a way that's easier to grok (in my experience) than a list of related skills given by the GM. Since the game has already started, though, your best bet may be to give them a pool of free character points and then make judicious use of Quick Learning Under Pressure (p. B292) to help fill in the gaps of their character's skills.
2) One-second rounds is always the hardest sell in general. I guess if you aren't excited at the prospect of detailed blow-by-blow combat, it's like pulling teeth or something. Because it's such a common complaint, there are a number of ways GMs have handled it, including:
>Run combat quickly with strict time limits per turn, no hemming and hawing, really sell the speed of combat; people are less likely to plan out elaborate sequences if they have three seconds to decide how to respond to a charging foe.>Run higher power games where players *can* do goofy shit because their skills are just that high and they can easily eat penalties>Run more cinematic games that dispense with some dead time (at least for PCs), like Action letting you reload in a single turn as long as you're hiding behind cover>Conversely, run a gritty mudcore game, where it seems more reasonable to players that their PCs can't do a bunch of action movie shit because they're all addled ratcatchers way in over their heads scrambling to not die, rather than Cool Competent Heroes(TM).
>>95932462Get better players.
>>95933318>Sounds like a Nuisance effect to me, probably just -5%.I guess that makes sense.
>>95933326>using templatesA big part of my original pitch for the game was "You can make any sort of character you want!", so I avoided using templates. In hindsight, giving at least a few optional templates as examples to players might've helped. Instead, what I did was sit each player down and have them describe to me the kind of character they wanted to play. I would then sit them through the character creation process, as I suggested skills and traits that would fit their concept.
P1 already had a PC he wanted to port over from a different game system, and actually did read most of Character Creation rules, so all I had to do was approve things he wanted to take. P2 has an OC that he was using for free-form RPs, which he described in detail, and I was able to perfectly match in terms of traits. P3 didn't really give me any reference other than the name of an anime character I was only somewhat familiar with, refused to ever open the book, and kept forgetting things I've explained, so he was hardest to work with.
I think the only thing we underestimated was the number and level of skills needed to pull off many of the combat stunts that the PCs wanted to try.
>give them a pool of free character points and then make judicious use of Quick Learning Under PressureYeah, that's kind of much what I'm doing right now. I've been handing out 3-5 XP per session for advancement, and 1-3 IP per session that can be spent on just Impulse Buys. 1 IP can be can be spent to allocate any amount of unspent XP mid-session, or retroactively buy gear using leftover cash. Otherwise, the players can respec their characters between sessions in small amounts without spending IP, and between adventures however much they like.
>>95933326>>95934997>Run higher power games where players *can* do goofy shit because their skills are just that high and they can easily eat penaltiesThis is what I plan to do. Their current character point allotment is 600 points, and I've set no limit on skill, attribute, or trait levels, so long as it's appropriate to the player's concept.
I'm using cinematic rules that give PCs more options (like allowing unlimited Rapid Strikes or multiple Retreats per turn), but not cinematic rules that ignore existing rules (like skipping reloading behind cover), because I want the players to learn how the game is normally played, then use their own skills and advantages to overcome any obstacles or limitations.
Right now, I think we're just in the growing pains state of learning what those limitations are and how things work.
I want to make a sorcery spell that is essentially the D&D bless: give an ally +1 to skill rolls until a certain duration has passed.
What advantage gives something similar so I can base myself on that?
The closest I can think of is giving +1 to all attributes with accessibility (only for skill rolls), which would be rather expensive, and I don't know how much that accessibility would reduce.
>>95935045A universal +1 to all skill rolls should be moderately expensive, because the alternative is it being cheap, and if it were cheap then people could afford to buy more than just +1 and would constantly be walking around with +2 to +4 to everything.
I wouldn't necessarily use Accessibility here either, since there are a lot of success rolls you make against attributes directly (catching yourself on a fall, remembering things, seeing things without training in Observation, etc.), and it would make sense for a 'blessing' to affect those too, right? I think a better approach may be +1 DX/IQ/HT [50] and then -0.5 Basic Speed [-10] and -1 FP [-3], for a net cost of [37].
An alternative could be Modular Abilities 4 (Cosmic; Skills Only, -10%; Reflexive, +40%) [52]. That costs more than +1 DX/IQ/HT outright and it still only grants +1 to a skill if you've already invested two or more points into it, but the bonus is much larger for untrained skills.
>>95935313>there are a lot of success rolls you make against attributes directlyHmm, yeah you're right. I'll go with this method, thanks!
>>95934997I'm preparing to run my own first GURPS game myself, and I'm running into the templates problem as well. So far, I've cooked up a few cultural templates, mostly to give players an idea for what skills are suitable to invest in in the setting.
>>95931963 (OP)Will 5e get released or is 4e the definitive edition?
>>95939248No game is perfect, but launching a new edition is probably seen as more trouble than it's worth. What, realistically could they change to justify the purchase of like a gazillion books and supplements retooled for 5e? My guess is that it would be basically identical to 4th, and thus dead on arrival commercially.
>>95934997>Instead, what I did was sit each player down and have them describe to me the kind of character they wanted to play. I would then sit them through the character creation process, as I suggested skills and traits that would fit their concept.That's exactly how I did it, I find it works fine. After the first or second character they make, and of course campaign experience to go along with that, they make their own characters just fine in my experience.
>P3That's where vetting becomes important IMO.
>>95939218Can you elaborate on what you mean by what skills are suitable for the setting?
>>95939354They could probably release a second edition of 4th edition with additional content. You know maybe like a 4.5 version. I would like xp from successes or something like that. Xp for good roleplay isn't very enticing. A concrete method of xp gain is all I ask.
I see that the Shield-Wall Training and Teamwork perks from Martial Arts allow you to sacrifice a Block or Parry to defend someone else, and Teamwork lets you give the benefit of a Feint to an teammate. But what if I wanted to do these things without those perks? Would it be reasonable to write up a technique to do so, and if so, what should be the default penalty? I was thinking of something like -4 to skill (-2 to defend), since All-Out Defense (Double Defense) theoretically allows you to Block/Parry for an ally by using your first defense for Sacrificial Dodge then your next defense for Block/Parry, and the other option for All-Out Defense (Increased Defense) gives +2 to defend. As for sacrificing a Feint, I'm not sure what a fair default would be.
>>95940742If you're the GM, you can reward XP however you want.
What do you mean when you say "A concrete method of XP gain"? Like if you kill a monster worth 100 XP you gain 1 XP, that kind of thing? You could do it the OG D&D way where you pay a teacher a pile of gold and just use the rules for learning skills.
>>95940925Check the skill to advantages article then google for the advantages to skils forum post, might help you out.
>>95942366In that case, what I want would probably be an (A)verage-difficulty technique at a -1 default penalty, which seems a bit easy, but maybe I was just overthinking it before.
>>95942433They are just perks so they wouldn't translate to difficult techniques I think.
Let's say I'm using maximum stats in my campaign (14 in this case).
Races that have a boost to their stats can break through, so a dorf can have up to 16HT because they get +2 HT.
But what if I just want the maximum adjusted but not give a bonus?
Like for example I want halflings to have a lower max ST without giving them an ST penalty.
Or, inversely, I want to give elves a higher max IQ but without making every elf super smart.
How many points would that be, both for a + and for a -? I think it's like an unusual background but I don't think there's a disadvantage version of unusual back ground
>>95942694Personally, I'd just make note of this to the players, without adjusting the point value of the templates. After all, an elf who doesn't go all in on IQ won't benefit from the higher limit at all, so it shouldn't cost points.
>>95942710True, I guess it'd be like taking or giving points for free unless the player went all in on the attribute.
>>95942694Typically, if there's a skill/attribute cap in the campaign, then breaking this limit is a perk. Some examples off the top of my head:
>Ritual Magery [10/level] from "Thaumatology: Ritual Path Magic" is really just a meta-trait consisting of: Energy Reserve 3 [9] + Perk (+1 to Path skill maximums) [1].>Rule of 15 (raises the skill cap on Fright Checks from 14 to 15) and Rule of 17 (raises the skill cap on Malediction-like abilities from 16 to 17 for one skill, spell, or ability) from "Power-Ups 2: Perks". At the GM's option, these may be leveled perks, raising the cap by a further +1 per level.Some limits are cheaper or costlier to break:
>In campaigns that set a realistic maximum for extra HP or FP at +30% of ST or HT, raising the maximum to +100% merely costs one perk; see "Special Exercises" from "Power-Ups 2: Perks">Raising the cap on the Rule of 20 for skill defaults is not a perk, but a +25% enhancement on the entire attribute; see "Super Attribute" from "Power-Ups 4: Enhancements"
>>95943040Now that I recall, the Special Exercise perks were specifically for exceeding any realistic human limits or racial limits set by the campaign. If playing a race with different limits already set, then that might just be a 0-XP Feature.
>>95943040Oh that keeps things clear, thank you. I can just limit these perks to the appropriate races instead of having it as part of the race package.
Like
>elven smartiness [1]: You can increase your IQ up to 15 instead of 14.or something like that.
>>95931963 (OP)https://1shotadventures.com/wp-content/uploads/2020/03/Beyond-the-Vale-of-Madness-GURPS.pdf
>>95943138>1 Shota VenturesOn a scale of 1 (normalfag) to 10 (brain rotten) how fucked is my brain if that is the only way I can read that url?
Can I use Bow skill to hunt on the road instead of Survival?
>>95932462When I let players make their characters free form, I always give a minimum number of points required to be spent on skills, and a maximum skill level. This guarantees a good breadth of skills per character, plus a few they're really good at. For modern era games with 150 point characters, I use a minimum of 35 points spent on skills, and a maximum SL of 16 (before talents)
>>95943444Yes, you get two meals out of it. Roll at -4. See B427.
After the End 2 p.31 goes over hunting with more detail. You'd need Tracking to find a prey, possibly complementing with Survival, and Stealth to approach. But Bow-4 works for a montage approach.
>>95943823Perfect, thanks!
>>95931963 (OP)Alright, just building a bunch of character concepts to learn the rules of the game. I do have a question.
Let's say you were building a character that is a dragon who can take a human/humanoid form. Mechanically, is it best to start with the humanoid and build an alternate form for dragon, or vice versa? And by best I mean really, easiest. If it matters at all.
I've been looking at the Alternate Form from basic set, for clarity.
>>95945549It's best to build the more expensive option first.
>>95945549When comparing ways to build an ability in GURPS, the priority the books suggest is ABC: go with the approach that's more accurate, then the one that's most basic (a.k.a. the simpler to build), and then lastly the cheapest. If you are a dragon that can shapeshift into human form, then the most accurate way to build it is to pay full cost for your dragon racial template and then take Alternate Form of a 0-point human racial template (or whatever fantasy racial template you'd like). This does mean that anything that turns your shapeshifting off (antimagic zones, maybe some spells, being knocked unconscious, etc.) makes you revert to dragon shape, which also makes sense.
We've already found an answer on Step A of ABC, but for let's continue onto B for discussion's sake. For the basic aspect (or ease or simplicity, or whatever you'd like to call it) there's no real difference. You're either taking the dragon template as base and buying a human template as an AF, or taking the human template as base and buying the dragon template as an AF. It's a real "six one way, half a dozen another" situation. As for C, It *would* be cheaper to be a human with a dragon AF since you only pay for 90% of your alternate template's cost, but then your 'real' form you can be forced into when shit hits the fan is a scrawny human, so the cheapness has a cost all its own.
>>95935045Affliction 1 (Advantage, Higher Purpose (Serve the Cleric's deity, Skills Only), +30%; Based on IQ, Own Roll, +20%; Fixed Duration, 3 Minutes, 0%; Melee Attack, Reach C, โ30%; Sorcery, โ15%) [11]
+1 to all skill rolls for 3 minutes, so long as those skills are used in service of your deity. If your GM allows "Higher Purpose, Obey the Cleric" as a much more broad Higher Purpose, you could go with that instead.
>>95945811Oh that's also a good idea. Cheaper too, and it makes sense for a divine blessing.
If the GM permits modifiers on Affliction/Terror that replace the Resistance roll with a Quick Contest, is there ever any reason to buy higher levels of the base advantage, when it's so much cheaper to just buy up levels of Reliable?
The only situation I can think of is if you get hit with an effect that reduces your attributes or otherwise gives you a penalty to rolls, which can hurt you in Quick Contests, whereas uncontested Resistance rolls would be unaffected.
Another thing to consider is the Rule of 16, which caps your skill in Quick Contests for supernatural attacks. But there are ways to turn Affliction/Terror into a Quick Contest that wouldn't qualify as "supernatural", so if this rule is supposed to prevent abuse, it doesn't really do its job at all.
>>95945995>If the GM permits modifiers on Affliction/Terror that replace the Resistance roll with a Quick Contest, is there ever any reason to buy higher levels of the base advantage, when it's so much cheaper to just buy up levels of Reliable?Not really no. Reliable is just better and cheaper. Which is why, were I to allow that change to Affliction/terror, I wouldn't allow players to take Reliable and would just have the leveled effect work equivalently.
>Another thing to consider is the Rule of 16, which caps your skill in Quick Contests for supernatural attacks. But there are ways to turn Affliction/Terror into a Quick Contest that wouldn't qualify as "supernatural"Afflictions are explicitly exotic in nature. Anything that used say, poison darts or what have you, wouldn't be done through a Quick Contest regardless. So that part, at least, doesn't seem like a concern to me.
If a character is illiterate in a language he can speak, how long does he have to spend studying to be allowed to spend the 3 points to get to "literate"?
>>95946320If you were to treat learning the Written version of a Language the same way as learning the Language as a whole, 150 days spent at it would get you the 600 hours to take those 3 points (See "Improvement through Study", B292). In other words, half a year of non-intensive 'immersion' study. Which feels realistic. If he actively spends time every day/week at the effort, you can add those hours towards the 600 hour max needed.
>>95946527Thanks. That seems about right. So if I take it one point at a time I can just divide by 3, for 200 hours per point.
>>95931985use common sense, if you dont want anything to happen to them then dont. if you want them to get tired or slowed down, then write it in that its taking longer. figure out the consequences and let them find a way out of it. or leave it alone.
>>95947362Did you accidentally reply to the wrong general? This isn't the D&D5e general bro
Is there any additional set of rules or a pyramid article that addresses how Collisions/Knockback are based on HP, but Unliving/Homogeneous/Diffuse objects get extra HP for the same mass, which leads to unrealistic situations where a big pillow hits harder and is harder to toss around than a person of the same mass?
I was thinking of applying the HP divisors from the Cover rules to Collisions/Knockback as a quick fix, but I was wondering if there are extra factors I should consider that someone else already thought of.
>>95949631Applying HP divisors would work, and there have been some messages from Kromm over the years that more or less suggest doing that (for whatever Kromm's posts are worth). Also as a side mention, especially soft objects will grant DR to things they're impacting, based on how the game treats boxing gloves.
>>95949866Alright, that reaffirms things for me. Thanks.
>>95931963 (OP)>TQGurps is ending production?
>>95953863Not any time soon, but eventually all things must come to an end.
Is there an equivalent of the GURPS Action! Series but for sci-fi? I mostly want budgets, gear, templates and guidelines, because I've played nothing but medieval fantasy for 20 years and I need a retards's guide to sci-fi to get my mind out of the dungeon fantasy hole it's stuck in.
>>95956575Supposedly, "Mission X" is supposed to be just that... whenever it comes out, that is.
Why is there a bunch of combat additions to bring GURPS Lite up to a playable standard but none for Magic?
Since you have to just give them the Basic Book, which defeats the purpose of Lite.
>>95956649I guess people just assume anyone going for gurps with magic would go for dungeon fantasy
>>95956649Just use 3e lite's magic. It's basically fully compatible with Fourth because they changed very little.
>>95956649The default magic system only works if you have a ton of spells, which runs counter to the point of a Lite version. And at that point you're looking at which variant magic system you'd want to implement, either a stripped down version of Basic's or one of the systems from Thaumatology, and in either case which one you implement and how you implemented it would have dramatic effects on the game.
All of this is to say that a game of GURPS Lite can have magic, but there's no end-all-be-all generic option that's universally applicable *and* doesn't take up a ton of pages, so it's really something each GM will have to develop on their own for their specific game.
>>95956755There's a 3e Lite? I can't find it in the archives under that name, nor my searching 'light' or 'quick.' Do we not have it?
Is there any way to adapt the "spell archery" spell from dungeon fantasy to sorcery?
>>95931963 (OP)Teutonic Knight (13th Century)
Points: 250
Attributes:
ST 12 [20]
DX 13 [60]
IQ 11 [20]
HT 11 [10]
Secondary Characteristics:
HP: 12
Will: 13
Perception: 11
Fatigue Points: 11
Basic Speed: 6.00
Basic Move: 6
Advantages [50 points]:
Combat Reflexes [15]
Fit [5]
High Pain Threshold [10]
Patron (Teutonic Order; Large; Constantly available; High-Technology/Influence 1) [25] - The Order provides high-quality equipment, support, and commands respect.
Strong Will +1 [4]
Disadvantages [-50 points]:
Code of Honor (Chivalry/Knightly Vows) [-15] - Bound by oaths of knightly conduct and monastic devotion.
Disciplines of Faith (Monastic Vows: Poverty, Chastity, Obedience) [-10] - Personal property is minimal, celibate, and strictly obedient to the Order's hierarchy.
Fanaticism (Holy War / The Order) [-15] - Unwavering devotion to the Order's mission, especially against pagans and non-believers.
Duty (Teutonic Order; Extremely Hazardous; 15 or less) [-10] - Constantly engaged in dangerous campaigns at the command of the Order.
Quirks [-5 points]:
Dislikes Pagans/Heathens [-1]
Gruff Demeanor [-1]
Always Wears Order's Robes (when not in armor) [-1]
Prefers Horseback Combat [-1]
Takes Oaths Seriously [-1]
>>95957188Skills [155 points]:
Axe/Mace (A) DX+4 17 [16]
Broadsword (A) DX+5 18 [20]
Lance (A) DX+5 18 [20]
Shield (Buckler/Light) (E) DX+4 17 [8]
Spear (A) DX+4 17 [16]
Brawling (E) DX+1 14 [2]
Armoury (Plate & Mail) (A) IQ 11 [2]
Leadership (A) IQ+1 12 [4]
Tactics (H) IQ 11 [4]
Riding (Equines) (A) DX+5 18 [20]
Area Knowledge (Baltic States) (E) IQ+1 12 [2]
Carousing (E) HT 11 [1]
Diplomacy (H) IQ-1 10 [2]
First Aid (E) IQ 11 [1]
Heraldry (A) IQ 11 [2]
History (Medieval Europe) (H) IQ-1 10 [2]
Law (Ecclesiastical) (H) IQ-1 10 [2]
Literature (A) IQ 11 [2]
Religious Ritual (Christian, Catholic) (H) IQ 11 [4]
Savoir-Faire (High Society) (E) IQ 11 [1]
Soldier (A) IQ+1 12 [4]
Strategy (Land) (H) IQ 11 [4]
Survival (Forest or Plains) (A) Per 11 [2]
Swimming (E) HT 11 [1]
Theology (Christian, Catholic) (H) IQ 11 [4]
Equipment (Provided by the Order):
Armor: Full Mail Hauberk (DR 4/2*), Mail Coif (DR 4/2*), Greathelm or Bascinet (DR 6-7), Mail Chausses (DR 4/2*), Padded Gambeson (DR 1*). This provides excellent all-around protection for the period.
Shield: Heater Shield (DR 5-7, DB 2-3).
Weapons: Heavy Cavalry Lance, Broadsword, Mace, Dagger.
Mount & Tack: High-quality Warhorse with full barding (padded or light mail, DR 1-2*).
Other: Order surcoat, basic monastic clothing, travel gear, religious items.
>>95957188>only 12 STI feel like this is a bit low. A medium shield is already going to slow you down. Once you get to buy or loot actual heavy armor you're going to be walking around at 3 hexes per move and that feels awful to play.
Does the illusion advantage affect (you), the caster?
Like if you project an illusory wall, it says that it blocks line of sight, but does it block the casters line of sight too?
If it does, how much would a modifier cost to say "doesn't affect the caster (+X%)"
>>95957188>>95957193You have five DX-based skills at 16 points or higher. Drop all but your "main" skill by a level and put those points into DX instead, for greater across-the-board physical skills (including your "main" one) as well as improved Basic Speed. Repeat until they're down to 4-8 points apiece. That'll get you up to DX16 or so, appropriate for a highly skilled warrior that doesn't rely on overpowering strength.
Also you don't have the massive HP pool nor the ST for heavy enough armor to make good use of High Pain Threshold. Similarly, it sounds like this character is for a historical game rather than a fantasy one, and without magical healing your also don't want to rely on HPT to get through DPS races. If you're getting hit you should back off and reconsider your strategy rather than powering through it. Maybe those 10 points might be better spent on Rapid Healing (to avoid crippled limbs, also essential in games without magic healing) and an added level of Basic Speed (which will bring you to 7.00 if you raise DX to 16)
>>95958387I'd maybe steal Defensive (+50%) off of Obscure? It mostly seems to be filling the same purpose.
>>95957188>250 pointsDude this is superhuman powerlevel wtf are you on about.
>>95956649Just pirate Basic bitch.
>>95958643Maybe he prefers Lite and wants just a slightly more options rather than a full-on Basic.
>>95958543>I'd maybe steal Defensive (+50%) off of Obscure? It mostly seems to be filling the same purpose.Makes sense, thanks for the idea.
how dead is GURPS as a product?
>>95957063Eggplant has a big list of spells he's converted to Sorcery, but in his big catalog of all of them he does not that it doesn't seem convertible. Which I have to agree with, I don't think you can build a sorcery spell that mimics Spell-Archery 1:1. That being said, I have an alternative idea that may work for you.
Basically, my approach would be to, rather than make it a spell, make it a technique. Sorcery doesn't typically use the standard rules for temporary enhancements (p. P172), rather opting for a version solely for temporarily boosting a spell's level, but that doesn't mean a GM has to keep it that way. An Unusual Exercises perk might be enough to allow a specific implementation of Temporary Enhancements, enough to add Follow-Up (Universal) (+50%) and Takes Extra Time 1 (-10%) to any known spell for a net +40%. Takes Extra Time is here to emulate needing to cast a spell and *then* make the carrying attack; it's not perfect, but it should be fine.
This results in a Hard technique that defaults to -4 and adds 2 FP to the spell's cost, plus an optional additional cost of 1 FP per -1 you want to remove from the penalty. Depending on how you want to handle it, this could be trained off; RAW it should probably be done per-spell, but that goes against how Spell-Archery works, so treating it as a wildcard technique (x3 cost, applies to all specialties) might be the best path forward. That brings the cost of fully buying the penalty off to [15], which feels right when comparing to buying up extra Will directly.
>>95958783I think this works, great idea, thank you.
>>95958664Being afraid of crunch is for sissies.
>>95958675As dead as your sex life.
>>95956933>There's a 3e Lite? I can't find it in the archives under that name, nor my searching 'light' or 'quick.' Do we not have it?Are you for real?
https://warehouse23.com/products/gurps-lite-third-edition?_gl=1%2A4ksz2c%2A_ga%2AMTg2Njc3Nzg3NS4xNzIxMTkwNTM1%2A_ga_BZNY1LRRWR%2AczE3NTA5NzE2NjQkbzgxJGcwJHQxNzUwOTcxNjY0JGo2MCRsMCRoMA..
>>95956575Action! itself isn't a bad fit for cyberpunk or military SF. The templates work fine; just add Beam Weapons as an alternative option to Guns, etc. if the setting has them, and expand the vehicle specialisms to include anything beyond the planes, boats, trucks, etc. that are already offered.
Add gear from Ultra-Tech as necessary. If cybernetics are a big part of the setting, decide how you are going to handle them and either let them be purchased as gear or added as an option for points (you may want to add a small points budget increase to cover such things).
Other than that, After the End and Steampunk are both technically sci-fi, although obviously not generic sci-fi. Transhuman Space, Tales of the Solar Patrol, Reign of Steel, and Mars Attacks! provide you with settings, racial templates, etc. which are pretty much ready to go and easily handle Action! style games.
>>95956575Space has character templates in it, and there are guidelines in the beginning of UT covering how to split gear by TL to achieve certain feels (e.g. cyberpunk trends towards TL9 overall but TL10 computers and medical tech).
Action itself also has minor support for sci-fi, by way of an optional book and a Pyramid article. Action 4 gives the option of replacing 250-point templates with a building-block style system of packages you stack onto a general โgood enough to not immediately die in an Action gameโ template. Itโs a pretty cool system and helps fix some of the overspecialized templates in Action like Cleaner and Wheel Man by letting you slot those skill sets into another more generally relevant character type. Anyway, in Pyramid issue #3/112 thereโs the article โMore Skill Sets for Specialists,โ which adds some general skill sets on top of supernatural and (importantly) sci-fi ones like Battlesuit Training and Spacer. Itโs a far cry from an out-of-the-box solution and requires using a variant character creation system, but itโs something and the variant is good so I figured itโs worth mentioning. Youโd still be on your own for gear lists though.
>>95960873I heard UT was bad, is that true?
>>95960931It was one of the first 4e sourcebooks and the weapon/armor balance leave a lot to be desired. It's not bad, though, and still worth at least flipping through to see what it has to offer. The non-combat stuff is still quite good.
>>95960931It has some strangeness I dislike, and I do not enjoy having to work around its assumptions regarding arms vs armor, but I also feel that a lot of the hate the book gets is overstated or stems from issues that can be easily avoided.
For example, some hate the book because they use it without any vetting and treat theoretical TL as absolute; going โmy game is TL10, so Iโll allow everything TL10 or earlierโ and getting pissed when the result doesnโt match the vision you had for your specific setting is like allowing everything from Low-Tech in your fantasy game then getting pissed when the PCs show up with fintlocks. Others hate it because their armchair analysis led them to conclude that every single combat encounter will lead to a TPK because a single warhead type grossly overperforms, ignoring that it is both LC 1 and thus heavily restricted and very easy to just remove or rebalance. Lastly, some people just really want powered armor to be unstoppable juggernauts, and the fact that itโs DR can be beat by lower tech weapon really rubs them the wrong way, despite the fact that a TL4 cannon will still absolutely destroy a modern soldier or even lightly armored vehicle, so itโs not like older weapons still being relevant is unique to UT.
Basically, just vet what you allow, maybe rework how shaped-charge rounds and ETC weapons operate, and donโt expect a dude wearing really fancy plate armor to withstand antitank rounds, and youโll find the book passable.
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I like gurps, it's very smart and teaches me new words I've never heard before.
>>95959570Tales of the Solar Patrol and Reign of Steel are such gems. So is Mars Attacks, in a way. Transhuman Space is very solid too, although it's such a "big" setting it's difficult to nail down what to do with it unless you have an idea for a sci-fi campaign in general that happens to fit into it somewhere. Lots of great ideas in it in general, though.
>>95948836over complicating things bring campaigns to a halt. either the traveling has an adverse affect due to you wanting it or just get on with the adventure. rule watching is gay af
>>95966030GURPS is an UNIVERSAL GENERIC rpg.
This means you can play lite and just wave your hands and shit happens, or you can play using more solid, grounded rules. Your taste is not the objectively correct way to play GURPS.
>over complicating things bring campaigns to a halt.Objectively wrong since I literally played an entire campaign this year where we used all the survival rules in low tech and dungeon fantasy wilderness adventures plus some extra stolen from various games and it was great.
>>95966103>Your taste is not the objectively correct way to play GURPS.I never said it was. I'm telling the GM to be more intentional instead of throwing the story into a grinding halt for arbitrary rules that slow things down.
>Objectively wrong since I literally played an entire campaign this year Okay so what. If you want the trip to be tough, then write it in. Stopping everything to decide whether the horse is tired, your PC is hungry, or the sun is too hot is generally pedantic. Talk about boring and uninspired. Try to have a purpose over being lorded by the rulebook. If your purpose is survival then make that the main thing, if not, then disregard the book diving.
>>95966254>I'm not saying I'm objectively correct>But here's all the reasons why games you like are awful and why games I like are superior.
>>95966254>so whatYou are objectively wrong because they don't bring campaigns to a halt.
>if you want things to happen just write it inok, I want the pcs to win so I'll just say they won, why am I using all these combat rules again? I don't need them, I can just write it in!
Oh, why even bother with all this "point buy" shit? Hell why even bother with skill rolls? if they should succeed I'll write it in, and if not they fail!
Haha why have rules for things like survival, scrounging, navigation, area knowledge when I can just WRITE IT IN
>u madyes, your incredible stupidity has made me mad, congratulations.
>>95966471>>But here's all the reasons why games you like are awfulDidn't say that. I'm saying either you want a roll heavy experience that can derail your story and give you the "survival experience," or you tell a story with less scrambling for rules which slows things down. If you want them slowed down, then slow them down. Speaking as a player and GM, I learned that letting the rules run the game can ruin the experience for everyone. But if you like it fine, however bitching about a different opinion on here while being so defensive shows me you're a GM who loses control of situations fairly often. You run to the rulebook instead of letting things happen more naturally or intentionally.
>>95966720>You are objectively wrong because they don't bring campaigns to a halt.A certifiably buffonish statement. But I'm glad you said it wasn't, so I can tell off-hand what a moron you are.
>ok, I want the pcs to win so I'll just say they wonI said that? Where? I said be intentional and you and the other anon got offended. If you want an encounter or trouble brewing, then brew it. Give the players some space to tell the story as well. Running a campaign and rolling to see if everyone slips down the hill JUST BECUZ MAYBE is retarded. Let them play, GMs who are too hands on with the rules are trying to monger over them. I prefer some control over the story telling, sure, but YOU HAVE TO LET THEM TELL A STORY TOO. You can run a module while still giving players the space to have fun. GMs who want to be so stuck to the rules when they don't need to are actually trying to hijack the experience for the players. I have seen it. Everybody sighs or thinks too much rolling and needless rule checking. It's boring and the GM trying to exert himself.
>u madMore straw manning? Green texting like a troll won't help. I explained my stance while you spent a post being a crybaby.
>>95967019>I said that?you said it right here:
>if you want things to happen just write it in>Running a campaign and rolling to see slips down the hillYeah why have the balance skill? I should just say they fall down because the plot demands it!
>YOU HAVE TO LET THEM TELL A STORY TOO.Everything past this part has NOTHING to do with having survival and travel rules in a campaign. In fact, it goes the opposite way. If everything in a travel scene only happens because you want it to happen, what's the point of the numerous survival related skills the dungeon fantasy PC scout spend 20-30 points on? You just invalidated half of his character, he's just an archer now, the outdoorsman talent just got thrown in the trash.
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>>95970216GURPS Vehicles p. 32
>>95960931Incredibly hard to use unless you're micromanaging your players' character creation.
Running THS in 4e is just farcical when the actual THS conversions for 4e suck ass and UT guns/equipment/character options/computers just don't match the setting at all. That said, anyone got passable Felicia art? They're not full furry but not exactly anime catgirls either and there just isn't much in between
>>95970621>They're not full furry but not exactly anime catgirls either and there just isn't much in betweenThe description makes them seem pretty much like just standard furries (but somehow attractive to normal people). They have semi-human faces, are covered in fur, have sharp teeth, and extreme sensory modifications which strongly suggest things like large eyes with slit pupils, large sinus cavities, and cat-like ears.
>>95970621>not full furry but not exactly anime catgirls eitherSo, like #2?
>>95970621>passable Felicia artMy mental image for Felicia has always been Intress from Chaotiki.
>>95971181I mean it's got to be something like that since they have Attractive. Bioroid Bazaar states that above-average Appearance counts for creatures that aren't that far off the baseline, which full furries would definitely be
>>95971758BB also covers some really out-there designs, though. Take a look at the Gillmorph, a small orca whale with tentacles, a pair of human arms, and multiple eyes scattered across it's "face." A hot lady with fur and some feline facial characteristics (up to an including a cat's short snout) is, compared to that, very much close to baseline human.
>>95972560Yeah but compared to full on furries that's still basically an exotic dancer with makeup on
Okay so the players defeated my first boss, now I need stats for my second. How would I go about statting this?? It's too complicated for me
>>95973761Take the Housecat from basic set, give it Shrinking to get inside the neck of the bottle, and then enough Telekinesis to be a threat to the players.
>>95967100>Yeah why have the balance skill?To see if they'd fail IF IT CALLS FOR IT. Do you think it's better to let them carry on up a hill or just roll and see if they fall and die? Is that what you're here for? Skill checks are for difficult feats. Rolling for climbing skills is different than "can they go up a hill?" Use the rules to tell the story not hinder the players every chance you get. Seriously, let them play. Be intentional with the skill checks, not repressive.
>>95967100>You just invalidated half of his character, he's just an archer now, the outdoorsman talent just got thrown in the trash.So is the campaign about how to survive the wilderness, hunting beaver and climbing trees? No high adventure? No stories, no main goal in mind? Wow, geez that's fun. I guess we all run things differently. As it is Generic Universal Role Playing, and not something you HAVE TO DO LIKE EVERYONE ELSE. Maybe cool your tits next time and learn for once. Maybe learn to tell a story without relying on the rulebooks so often. Anal GMs are the worst. Talk about a buzzkill.
>>95972587What even is โfull on furryโ? Most furry designs are pretty tame if weโre being honest. Hell the fact that a design like Rouge the Bat with her human-like skin, furless body and flat face can become an icon in the furry community says a lot about designs.
>>95973875>giving the player things to do that relates to his abilities>making the world feel real by having skills that are required in places they would naturally come up even if the players don't have it>anal gmsstoryfags are retarded as always.
>>95973875>So is the campaign about how to survive the wilderness, hunting beaver and climbing trees? No high adventure? No stories, no main goal in mind? Wow, geez that's fun. This is venal and reductive. You can in fact tell stories that involve survival scenarios, and have survival be a part of the gameplay. If your goal is, for instance, to recover the Idol of Kalimtat in the Lost City of Angkarwad, making it through the Kampuchean Jungles will be a significant part of accomplishing that goal, and more importantly, part of the style-of-play of an indiana jones/tomb raider/uncharted type of game. You're trying to establish a false dichotomy to imply that playing with the wilderness adventure/survival rules is somehow contrary to having an actual narrative and story. That's been the consistent theme in your posts, trying to imply that using the rules is in opposition to "telling a story". I'm not the other poster, but you seem not to understand why people enjoy these types of games or why these rules exist in the first place, seeing them only as a detriment. The risk of things going wrong, the need to manage resources and plan ahead, the balancing act of pressing on versus taking it careful, the experience of actually being in a hazardous, hostile wilderness where your ability to source clean water and avoid disease are actually crucial to success. If everything is just fiat that you brush over in a few descriptive travel posts, you don't actually get that vibe, you don't get that style-of-play. It's fun, you might enjoy it if you tried it sometime!
>>95941696I guess I want Kill Points from Pyramid 3/99 but officially.
is 15 too much character points for a single 7h session?
My reasoning was as follows:
>+3 from 3 fights
>+2 from boss fight
>+1 from dealing with an elaborate trap in a smart way
>+1 for finding all the secrets of the dungeon
>+1 for fully exploring the dungeon
>+2 from completing a sidequest
>+5 for getting enough cash back to pay for all their usual cost of living + extras
>>95974887That sounds fine. Five points per session is on the higher end of normal, and 7 hours means you ran, as far as I'm concerned, two session back to back. On top of that it sounds like this session also saw the end of an adventure or dungeon, and that should give a bonus as well.
Hell, I would consider adding a gratuity, maybe +10% to 20% for putting in, basically, a full workday into running this dungeon. I can get about two hours into mine before my players start getting tired or distracted, so reward them for their endurance if nothing else.
>>95974930>Hell, I would consider adding a gratuity>be American GM>tip your players
>>95974887It sounds high to me but hey. A lot of what I do in my points awarding is based around knowing my players. If I know they'll invest tons of points over the span of the game in a variety of different and interesting skills I'll award them a fair amount. If instead they're just going to dump all their points into one or two combat stats and I might do differently.
I'm planning on running a game that's basically Shin Megami Tensei 1 (with an optional Nocturne bit early on) but I'm having problems with how I'd make demons a threat to characters with guns. Should I make demons have a shit ton of health, resist bullets, make guns difficult to acquire, or just encourage characters that have low gun skills? I'm also considering using some cinematic rules to make the party last a bit longer since they're all clinically retarded and TPK at every opportunity, any decent ones I should look into?
>>95974070The Chronos bioroid is furry for instance
>>95974070Normies consider monster-girls furries. They don't have an sense of words having meaning. If skibidi words entering common parlance haven't already told you. Language SHOULD be prescriptive.
>>95975681One easy solution would be the make all demons Homogeneous by default; regardless of what they look like on the outside, in reality they're just sacks of spiritual energy without any real internal structure. This makes guns way less effective and makes sense in-universe.
However, that alone won't be enough to make demons a serious threat to characters armed with guns. One issue with modern firearms is their high rate of fire; even if you reduce final damage to as little as 2-3 HP per bullet, a reasonably good shooter is going to be scoring multiple hits in short controlled bursts, to say nothing of a squad that can concentrate its fire, or demons with high SM which allows for even more hits to land. This means your demons are still going to be going down really quickly when facing gunfire, and cool things like closing the distance to use melee or opting for magic just are not worth pursuing.
Because of this, I want to shill Conditional Injury to you. It makes "death by a hundred cuts" tactics way less effective by ditching the standard "subtract injury from HP" system for a thresholds-based one. Repeated attacks of the same threshold are less effective, prompting players to find new approaches or at least set enemies up for "the big one" rather than just chip away at a tough monster's HP pool. High HP monsters have little to fear from repeated weak attacks. End result: tough things feel tough, and players are incentivized to think tactically.
>>95976243That being said, I understand that you're probably not going to bother with such a drastic change just to solve this one issue, so I'll tackle some other approaches. Making guns difficult to acquire is a very short-term fix: once the players have them, then it doesn't matter how rare they're supposed to be. Ditto with low skill; it might make sense to limit Guns skill at character creation, but after that it strains credulity that their skill stays low regardless of experience, training, etc. High health and DR can screw over melee and magic-using PCs just as much, so that's a wash.
On the flip side, high defenses can dissuade firearm usage. In Basic, only melee attacks can be Deceptive, so gunners are stuck trying to hit Dodge 12 bastards with spray n' pray, while warriors with Broadsword-22 can drop to 14 to bring that demon's Dodge to 8. Obviously, though, this works best in higher-power games, since a swordsman with only Skill-12 will also fail to hit monsters with Dodge 12. Another approach is making ammo scarce, and that can work if the setting supports it; a full-on postapoc "the demons won" setting should probably feature scrounging for bullets, but in settings with anything close to organized human resistance the ideas you can't find bullets is a bit farcical. Lastly, endless hordes of demons are both setting-appropriate and a good way to get people to focus on melee, which can't run out of ammo (though this can *really* screw over players that want to use magic, since gunners can carry more bullets easier than the mage can carry extra FP, though at least they still have the option of buffing and AoE spells).
As for cinematic rules for survival, there's classic standbys of Flesh Wounds, TV Action Violence, and mandatory Luck, but my personal favorite is from Action, which has *any* failed HT roll vs death only lead to Mortal Wounds, which allows a medic (or healing mage) to patch you up afterwards. Great way to keep PCs alive.
>>95958675as dead as my sex life, so almost there but not yet
>>95956755NOT THE LTC3 MENTION, I ACTUALLY USE IT ALL THE TIME
>>95974790How much more official can you get than published in the official magazine from the game publisher?
>>95976243>>95976252Thanks for the very detailed answer. Currently leafing through Pyramid 3/120 now and I'll try to wrap my head around it enough to explain it. My PCs are brainlets in combat (good at everything else though) so it'll be an uphill struggle. I think for now I'm gonna rely on the high defenses solution and liberally apply Homogenous to non-meaty demons. I think it might be a good balance if the PCs shoot chunks out of a ghoul one minute and then have to contend something weird like pic related. Definitely gonna read through all of the Action series again too, there's shit tons of good info in these.
>>95976364anon is new, he doesn't know how anything works, he thinks of pyramid like with d&d supplements
>>95970216funny how real adverts look like gurps material
>>95959570Ngl i much prefer blink shields to force domes. On that note;
Whats the best gurps portrayal of blink shields?
For a quick reminder to anyone who forgot or was never exposed to that insanity. A blink shield is a active defense device which detonates explosives or discharges enough electricity to ionize and heat the air around a vehicle to vaporize or at least severely damage incoming projectiles.
It is a cold war concept which would use nukes as active defense for nuclear doomsday levels super ships carrying a lot of missiles.
The whole concept of the massive ships got dropped once ICBM's got better. It was discarded alongside the nuclear doomsday planes and nuclear ramjet low altitude icbm's.
>>95976445We're discussing "things to include in a new version of GURPS". I know what pyramid is.
>>95959570Ngl but I dislike BAD as written
I use a form of it for e.g. Sense rolls because especially Vision rolls as written don't make a lot of... sense, but "determine BAD and use the same modifier for everything" is retarded
>>95976847And you mentioned something already included in current gurps you retard. You don't know what pyramid is.
>>95976902Kill Points aren't in the basic set book.
>>95976403If you go to the archive and check the Unofficial folder, you should find my Conditional Injury handout that condenses the article into fewer pages and makes it a bit easier to grok (at least in my opinion). It does use a specific version of those rules though (it uses pain levels over shock penalties, and it opts for the simpler way of handling healing) and I unwisely ignored bleeding/exhaustion rules when making it, so definitely read the full article once youโve got your bearings, but the handout might help with getting the basic system down.
>>95976910And you don't understand what "things to include in 5th gurps" entails. Its a old recurring question, which went as far as to be declared officially because of how often people keep asking about it on the forums for over 10 years.
"add x to gurps" doesn't mean "x thing is on y publication and should be on the very first", gurps is not "x book", gurps is a set of tools and options to build and run a campaign for the experience you want. If it exists somewhere, then it exists and is part of the system.
New things to it are things which never got approached and covered, like we should bring back deflection, not because its easy to play with, but because it was fun. We could also do with a new future tech publication, and expansion on low tech materials, mostly for shit like sailing.
Nothing of which is worth publishing a 5th and restarting the grind of remaking the whole system, just getting a new publication to add such rules.
You're just making it clearer on how new you are.
>>95977017That's why I said 4.5 not 5th.
>>95977017>If it exists somewhere, then it exists and is part of the systemBut that's an incredibly shit approach, because you have so many legacy issues that are fixed by splat x or y and you just need to know what those splats are. Like even the vanilla hit location table sucks, but hey there's a good one in Low-Tech, never mind that the person might not own it because he wants to run scifi games.
>>95977044Thats not how gurps works, you don't get it at all.
There is a set of rules and rules variation for almost everything, which is the point of it, its a toolbox.
You, as the gm, is responsible for using said toolbox to actually build the chair your players will sit on, pick what you want and where you want it from, compile and pass it along.
You're preparing a game, and you're picking what rules you want to use, then do so.
>Like even the vanilla hit location table sucks, but hey there's a good one in Low-TechLT does not have anything at all which covers changes to hit locations. MA does have a extension to hit locations, and thats what MA does, it is meant to cover that.
The closest thing to "hit locations table" you have on LT is the armor cost and weight table as per materials on LT100-101, which lists THE EXACT SAME HIT LOCATIONS as of b398-399, 552.
Hit locations is only expanded on MA, where it expands the locations by adding Ear, Jaw, Joints, Veins and Arteries, Spine and Nose.
FAQ has let us know fingers are intended to be treated as joints. There are no other expansions to Hit Locations of Humanoids except for the two complete alternates to damage and wounding.
>>95977080>The closest thing to "hit locations table" you have on LT is the armor cost and weight table as per materials on LT100-101, which lists THE EXACT SAME HIT LOCATIONS as of b398-399, 552.Blind MF, the basic table has a Groin location while the LT table has an Abdomen location which does not include random Groin hits unless you use the LT:IA rules which is even worse and more obtuse rules clutter
>>95977202You're specifically talking about the /random hit rolls/, not the hit locations which exist. Unless you're specifically running low tech combat, thus a lot of melee combat with armor the groin is meant to be part of the random assignment.
Groin hits are torso hits for all purposes, unless it is a human-equivalent male which can suffer the extra penalty.
At higher TL's the penalty to willingly targeting it with ranged attacks is the same as targeting vitals, making it moot and pointless. The position for it as part of the table is a conscious choice to make it exist in the game, as has always been.
>Abdomen locationThe torso is composed by chest and abdomen, in the same way your forearm is a part of your arm. The groin is part of your Torso. Some armor may cover your groin, some won't, which is why it gets specified so frequently on higher TL pubs, like HT, it is never aimed at but the introduction of it as a 12.5% frequency onto the table makes it frequent enough to be a consideration on higher TL games.
That is consistent across all publications, including the LT pdf with its 2011 errata.
Torso has 9-11, it has a 36.57% frequency, the LT ARMOR TABLE which is meant to convey LOW TECH ARMOR COVERAGE, is aimed specifically at melee combat with only muscle powered weapons. Which makes Vitals a mostly non existent target due to armor, while the Groin is frequently vulnerable with light or no armor.
Codpieces aren't common by TL4, plackarts don't cover the groin, and both skirts and aventails are only really used by very heavily armored soldiers.
This turns the groin into a strategic choice equivalent to vitals, which is a must have in melee combat, but completely idiotic to eliminate from random chance in higher TL's.
Do not use random rolls without groin on 11 unless you're playing lowtl, and, ideally don't do random targeting at all in melee. Your npc's aren't stupid, they are people, and people won't clank the DR4*+3 chest of a enemy soldier.
>>95977630>Groin hits are torso hits for all purposes, unless it is a human-equivalent male which can suffer the extra penalty.So not torso hits at all, got it.
>>95977202>>95977630You have to remember the purpose of a lot of the things you're reading through, and the choices made behind them.
Follow up on the combat tho; When handling lowtech npc's you avoid attacking into /real armor/ completely. A normal human, that is a non heroic inhumanly strong grunt of war and myths, won't attack into a pointless target, that is mail, scale, and other apparent metallic armor by tl3, or the same plus anything that can be identified as plates covered in cloth, or straight up plate.
Handle your npcs as smart human beings, experienced soldiers who fight as soldiers.
>>95977641Torso hits, fully. GURPS is meant to model more than just two random dudes shooting eachother, the entire point of it is how you run aliens, robots, supers, beasts, amorphous blobs, monsters and shit. As long as you're assigning a hit to a humanoid shape which doesn't have vulnerable balls its a torso hit. Like for example with a humanoid alien.
And pay attention as to why it is intended for random hit locations at large, while for lowtech combat,
it matters and why.
>>95977658No, I do random rolls. At low point levels no random melee hits just means you can leave the helmet at home because your head physically can't be hit unless you really fuck up. Or the goons will all AoA Determined just to hit a guy in the face which feels retarded just like groin as a random hit location
>>95974930I also did give individual XP for roleplaying
>his session also saw the end of an adventure or dungeon, and that should give a bonus as well.Yeah, it was the final part of a multi-level dungeon crawl.
>>95975497lel
>>95975681You could also use Survivable Guns from Pyramid 3/44, which halves the damage of long guns and gives them an innate armor divisor so they are less instantly lethal.
>>95976304>>95956755does it count if I only use LTC3 for the crafting and hunting rules?
>>95977675>my goons are suicidal with no sense of self preservation and will literally kill themselves for a sub 10% chance to get past the active defense of my players so he can get bonked on the faceThe only retarded thing here is you. Play your goons as actual people, and not machines of suicide you retard.
At total 30pts on combat skills a two handed weapon player will pull a minimum of 11 for active defenses, reach advantage and possibly higher active defense depending on weapon choice, use of a guige shield and defensive attacks, you can go as high as 15, but the normal being 11-12.
A fencer with a board is always at a minimum of 15, or 16 with a large board, up to 17 with defensive strikes, for its first defense, 14-15 for its second.
A Weapon and Board fighter gets a minimum of 14, up to 17 for its first active, 11-15 for its second.
All before having a helmet DR to actually tank damage if it even happens.
It is unrealistically suicidal for your goons to aoa determined and suicide just to throw a 83%/4%(3% to actually connect) strike, which leaves them incapable to use any active defenses in the next turn, ready to be stabbed and die.
Run your npcs like people and stop acting demented.
>>95975811Websites like e621 consider girl with cat ears as furry. Furry is a meaningless term that changes meaning depending on who you ask. Personally I think people highly overestimate how non-human your average furry character is, aside from the face and mostly being covered in fur, doe furless furry characters exist like Rouge and those styled after hairless animals exist, theyโre pretty much human. Krystal is pretty human looking,
>>95977695Thats half of the whole companion. The only other things in there are construction prices and farming info.
>>95977675>At low point levels no random melee hits just means you can leave the helmet at home because your head physically can't be hitThere's always attacks from behind. +8 from AoA telegraphed will allow anyone to hit your head and you can't guarantee you won't even be flanked, so helmets are still important.
But I do agree that at low skill levels you can just walk around with nothing but torso armor most of the time, enemies have hard time going for anything but torso.
>>95977815Yeah and several images on e621 have the femdom tag while have the girl get fucked face down. I don't care much for what e621 thinks.
Really I don't know how I am supposed to take picrel and proper zoophila as part of the same fetish seriously.
>>95977843Arms and legs are only -2, face is only -5, while you don't need a aoa, you can definitely land both at skill 12. Without armor on your limbs it only takes one hit to ruin your day.
When low points and facing a very high defensive skill enemy who wears limb armor you can take telegraphed and go for face shots without aoa as the +2 to actives won't get to matter.
At low points you can also enter close combat much safer, as drawing a weapon and fighting in C will be on the very low end of point investment. When at low points and at a disadvantage in skills you can equalize the odds by entering C combat.
>>95977809So the PCs can leave their helmets at home, got it. Taking a helmet is suboptimal if the enemies can't threaten that hit location at all
>>95977815I'm not here to debate what is or isn't furry, I even accepted an example that someone put forward as acceptable for fuck's sake
>>95977843>>959778841d+2 cripples a limb in 1/2 the time on any hits to the average human, st9-11 and gives you a 50/50 to pass out. Skipping on limb armor completely puts you at a 1 in 4 of de-facto dying, as you get knocked down, and even if you don't you still have a crippled limb.
>>95977909>if the enemies won't aoa the face nonstop then it is pointless to target the headI think you might have brain damage, either that or you don't understand the math. If a target is fully armored except for the skull and face, with a high defense, and you are at a disadvantage in skill values you can either telegraph or enter C combat. Refer to
>>95977884This goes both ways, players and npcs.
>>95977952>you can either telegraphNot an option in Basic Set
>>95977983Neither are deceptive attacks and all the rest which are core of melee combat. I know you're new but you have to understand that GURPS games are not built on "we'll use X and Y splatbooks", but a gm compiling what will or not be used in specifics when building your player handouts.
If you insist on running a game with nothing but B1 and B2 all that changes are about 14 additional turns of back and fort slapping which gets defended against.
Without the better melee combat you get with Martial Arts the game boils down to using a whole lot of static techniques and hiding behind your 15+ active defenses at all points in the game, as long as you are fighting a enemy somewhat equal to yourself.
Its the same dynamic, and you still do face attacks if they have armor anywhere except face, without aoa, just for a longer fight.
>>95978019No, my point of contention is that spreading all that shit into different books is retarded and new players will not necessarily have a good experience with the game. Low-Tech, High-Tech and MA are broadly fine but UT is largely bollocks and most actually decent scifi stuff is in Pyramid articles, which is retarded
>>95978041>we should make a 3000 page single book that has everythingEach book is a toolkit for a specific genre. Thats the whole point of it, you can't "not spread" it. I feel like you literally haven't read shit yet.
>UT is largely bollocksUT is good and quite succinct, UT has bad math which makes the HT to UT progress a bit non linear, but largely insignificant. It mostly means you need to tweak the DR values of some stuff slightly if you want it to "seem realistic" as to irl development.
And, it specifically doesn't match with real life technological development because its a nearly 20 year old release book which started being written as a update to a nearly 30 year old book. A lot of things changed since, and what we thought would be a realistic tech development ended up not being the case.
Its math choices also allows some insane gueto guerilla fighting.
>most actually decent scifi stuff is in Pyramid articlesThats just your zoomer brain enjoying more X sci fi themes over Y sci fi themes because you were born in the 2000's, its not a book failure, its your tastes about stuff.
>>95978078>UT is good and quite succinctWhoa ok so the homing missile rules disagreeing with the Basic Set rules is good and succinct
Ignoring your last self-fellating point because I have been playing GURPS since 2009. And yes, it's a bad thing that THS is nearly unplayable in 4e.
I do agree that basic is really not a good way to get into the system. I only managed to get through by starting with DF. These days I'm comfortable with any kind of GURPs game, but the first time I read basic I just gave up, not knowing where to even start with preparing a campaign.
>>95978176BS/HT Homing has skill 10+Acc no matter what
UT Homing has a higher skill level for no particular reason. Why not just higher Acc?
>>95978222Blessed digits. I have been contemplating getting DF just to have something to run because I can't be bothered to shepherd all my players through all the extra rules you need to run a decent game
>>95978228It doesn't tho? The statblock works as usual, it has ACC.
While in writing infrared, multispectral and multiscanner, brilliants and other robot weapons, are written as to what a statblock de facto effect looks like when described.
There is no reason to ascribe accuracy when in descriptive writing, rather you just describe the final result.
HM's have a skill of 10 +3acc, infrared has 13 +1 skill increasing per TL after introduction, which is the written form of saying something has acc of 3+1 per TL past 9, it is succinct, it is consistent, easier to read and skips the mental hoop necessary to remember "accuracy actually adds to a base skill of 10" every time you see a acc value to a homing missile description.
Thing is, homing don't really have acc, rather, they just use acc as their bonus to skill due to using the exact same template as every other weapon.
You're literally grasping as straws in a effort to gargle on imaginary cocks.
>hey so this has accuracy of 3 +1 per TL above 9>damm how the fuck does acc of homing missiles work again, let me go pick basic set 413 so i can read it againI'm so glad someone less autistic than you did the erratas editing.
>>95978281>shepherd all my players through all the extra rules you need to run a decent gameA combat cheatsheet handout is so small i kept mine on my wallet for the 3 years of a tl2 game i was in. You just need to note the maneuvers you want to allow in your game and your players will be ready.
Everything else used on DF combat will be the same.
>>95978289>HM's have a skill of 10 +3acc, infrared has 13 +1 skill increasing per TL after introduction, which is the written form of saying something has acc of 3+1 per TL past 9No. Or are you saying that things that give +1 Acc and +1 to Guns in HT are the same thing? Because they aren't and UT formatting is garbage.
>Thing is, homing don't really have acc, rather, they just use acc as their bonus to skill due to using the exact same template as every other weapon. Again, Acc is not a bonus to skill.
>>95978308A TL 2 game could be run with fucking Lite. I'm talking scifi games.
>>95978322>Again, Acc is not a bonus to skill.Yes, it is. Homing missiles strike at 10+Acc in the turn they reach their target. That is the Skill of the missle. That is not YOUR WEAPON SKILL, that is the skill of the missile itself when the missile itself does a attack maneuver.
Infrared, Multiscan, and Mspec can only be fired when locked. A Infrared of skill 13, as described on UT, is the same as writing its stateblock and giving it ACC 3.
Try reading b413, it should fix your confusion.
>UT formatting is garbage.UT formating is great, the bad UT formatting is pre errata from somewhere in 2007 or something, the errata pdf and prints have been around since 2008, which fixed the page 200something fuckup in line alignment which had botched a couple pages.
>>95978324>tl2 game>liteAnon, lowtech melee combat is a three times more complex and slow than even running tactical shooting.
Also what do you want DF for if you're running sci-fi???? Tell me how it even remotely benefits or eases your struggle of rewriting it into scifi
>>95978346>A Infrared of skill 13, as described on UT, is the same as writing its stateblock and giving it ACC 3.Oh so that's why the hyperspectral TL 8 missile from Basic Set with Acc 7 beats UT's TL9 hyperspectral missile (skill 14) like a red-headed stepchild huh
Makes sense
>>95978351>Also what do you want DF for if you're running sci-fi???? Tell me how it even remotely benefits or eases your struggle of rewriting it into scifiMy players will play anything and it just makes it easier to play at least something without going thru umpteen splats
>>95978367The hyperspectral tl8 missile from tl8 is a full sized 22lb missile, the tl9 ut skill 14 hyperspec is a 10mm, 0.01lb homing gyrojet bullet. The biggest sample you can even mount those relatively dumb trackings comes on a 100mm rocket for only 4k a shot, a fraction of what you are comparing it to.
What you want to compare the tl8 SAM in function to is a robot missile, for the price of a SAM in UT TL9 you can get 2-3 ones which operate essentially as smart agents capable of making decisions and operating plans based on purely worded instructions.
If you want exclusively SAM equivalents you can get 15 of them for 2500 a piece and have a bit leftover. Although they are not true SAM equivalents, as they are much better, more like a smart dog trained to run head on into something.
>>95978444MS is only available for 40mm+ sized projectiles at TL9. So it's comparable with the 70mm SAM from BS since projectile size does not affect hit probability.
>>95978478My bad anon, i commited a mistake. Only infrared is available for the bullets.
But i reinterate that the 70mm SAM is not the equivalent of putting the cheapest MS control mode on a 64mm. That makes it less than 1k per shot.
If you want it to be equivalent you want to spend about the same ammount of money.
For 1.8k you can get a sefop AI robot missile with 32 miles of range, for about 4k you can pimp it out until its almost a hacker robot missile, and for about 15k you can make a 64mm into a sentient mininuke with ms vision and 32 miles of range.
The 70mm tl8 SAM costs 38k for the launcher + 1 shot and is one dumb tracking missile which can be defeated on a 83% by a active lure.
Comparing something ultra basic that every trooper can have inside a under-barrel 40mm launcher to a AA missile more than 32 times its price is insane. You have to compare it to the actual AA missile options from UT.
>>95978574I think since they list Acc for the launchers, you actually are supposed to add Acc on top of the skill. Otherwise it wouldn't make any sense. It seems like an elegant way to avoid writing down a separate entry for literally everything UNTIL you realize that you can now hit an APC-sized thing out to LOS with some regularity even if it's moving at off-road speeds WITHOUT making your lock-on roll
On the topic of gun lethality, should I always be using the random hit locations unless its an explicitly aimed shot? Also I see a lot of old WW2 and Vietnam footage where people take hits from rifle rounds and shrapnel but still keep on fighting. Are GURPS guns more lethal than they should be or am I just drawing the wrong conclusion?
>>95979201Technically I think you should be doing torso hits but I do random hit locations just because limb hits are generally more survivable. You might get the occasional skull hit in that way too, of course, but that's life. Or death.
>>95979201Also in High-Tech there's that optional rule where you can't take more than HP damage from a non-vitals hit, which means you can take at least 5 rounds from a rifle in the torso and keep fighting if you make your HT rolls. I don't personally like it that much because it makes guns samey, but you might find a use for it. Limb hits can't deal more than the amount of damage required to cripple anyway
speaking of gun damage, is HT just really powerful when facing handguns?
I'm new to gming and kind of retarded generally speaking, so I put my players against some mooks that were each at 14 HT and they were just eating 9mm.
I know I definitely forgot some stuff in the process but I remember making the goons do their rolls for consciousness and death and such and bookkept their health right.
I feel like I just fucked up by giving them essentially superhuman toughness and unbreakable morale and pitting them against handguns, not that I missed something about a negative modifier to HT rolls past a certain point?
>>95979456A few points in either direction from baseline means a very exceptional person.
>>9597945614 HT is a LOT for mooks. That's nearing the maximum for a normal non heroic human. I would not give mooks more HT than like, 12, ideally 10-11. 14 is more of something you'd see on elite enemies/minibosses, depending on the campaign. One way to get around high HT characters like this is to shoot them in the vitals/face, which have a higher penalty to stun when seriously wounded, and the vitals just deals more damage in general.
>>95979201GURPS rifles are pretty damn lethal, which makes it difficult to keep fighting after being shot. Technically, its entirely possible if you pass a few checks, especially if hit in a location with a lower damage modifier, such as a limb or extremity. If this isn't enough, try using either the high tech rule
>>95979312 described, or using Survivable Rifles, which is an optional rule that halves the damage of all rifles and gives them a (2) ap modifier.
Personally I like rolling for randomloc, players need to declare "aiming torso" in order to always hit torso. Tactically its important for players to have this as an option in later TLs, as the torso is usually the best armored area of the body in TL8.+
>>95979456Give the goons .45s and make sure you're using the pi+ stuff. Shooting for legs and arms will fuck them up even if they're bulletproof monks. Alternatively give the goons carbines at 5d pi or an Ithaca Stakeout equivalent and watch them shit themselves as PC #3 eats three rounds from a good burst and drops dead.
>>95979489disregard this, completely misread your post and my dm bloodlust kicked in
>>95979456Tell your players to aim at vitals next time, that'll put down an HT monster too
>>95979201My uncle was in Vietnam, he got shot in the head and lived. It was either a freak graze or the round lost the majority of its momentum before hitting him, but still, that's what unlucky damage rolls are meant to represent AFAIK
>>95979456HT 14 is basically captain america "peak human" levels bro.
It's the sort of shit you give to a boss you want to make sure they will fight to the very end.
Also remember that one a mook is actually in the negatives, they are most likely going to want to run away, they are now at risk of actual death, moving a half speed, half dodge.
Also, keeping the fight going by rolling every round for HT for every enemy is a noob GM mistake, I did the same thing when I started GURPS, it doesn't make much sense that an enemy that is literally currently bleeding to death would want to keep fighting instead of running away or just lie down trying to stop their bleeding.
>>95979712There's a graze rule too but I forget which Pyramid it's in
>>95979768>>95979456I can illustrate this with a combat I ran in my GURPS game a couple weeks ago. I think it works particularly well because it shows off 3 different ways of employing HT with NPCs, in the same fight. Turn-of-the-century (early TL6) occult monster hunter game, PCs were about 180 pts for context. The party got into a shootout with a band of ruffians in the Cantabrian highlands.
>Most of the ruffians were Mooks (12- primary combat skill, 10- secondary, average HP/stats, no techniques or anything). When they reached 0 HP or lower, they got one (1) HT test. If they failed, they were out of the fight. If they succeeded, they were out of the fight next round. Whether that meant dying, falling unconscious, surrendering or fleeing, the end result was the same. Eventually they all went down after a good 6-7 rounds of combat, leaving only...>The leader of the ruffians, an infamous international criminal. He had good stats, above-average skills, and most importantly here, 13 HT. Unlike the Mooks, who went down when they went to 0, I played it out for him and rolled HT every turn, because he was a named character and might actually be relevant after the fight was over. As it happened, he passed enough tests that he stayed conscious long enough to drag himself to his horse and gallop off, so they may see him again. They could have shot him to finish the job, but they were busy with...>the dragon that erupted from the mountainside. This was the real boss of the fight. High stats, great combat skills, a variety of powers and techniques at its disposal. High HT as well, BUT it had Insubstantiality (Reversion). Thus, while it continued fighting even well into negative HP and easily passed its HT checks, as soon as it reached that -HP threshold, it automatically dematerialized.
>>95978595Again, you ONLY add acc to the missile skill IF you successfully make the lock-on roll. B413.
You make a lock-on roll WITHOUT the launcher acc, HOWEVER if you do succeed the lock-on roll then your weapon gets 10+acc for its own attack roll when it reaches the target, otherwise it rolls for 10.
Some weapons cannot be fired blindly and are noted as such on the weapon notes.
For the love of god just read B13.
>>95979456>>95979482>>95979768>>95979879>mooks>getting HT rolls in the first placeThe entire point of mooks is that they are unimportant, disposable minions. You could set their HT to 20 and it shouldn't matter because mooks are best handled with no HT rolls at all. They get in, they slow the party down, maybe make them waste some resources, and let the players feel like badasses, then the party moves on. Their entire purpose is to bloat enemy numbers without slowing the game down a ton; adding HT rolls into this mix is antithetical to their purpose.
>>95979879 is about the extent to which I'd let HT rolls exist for them at all.
>>95979456>suicidal mooks with supersoldier HT who fight to the death and get HT rollsAnon, what the fuck are you doing.
>>95980365What's the point of the rules if you don't play with them?
>>95980705Not that anon but rules are meant to be used in specific situations. If your "mooks" get HT rolls and are just as capable as your PC's, or, as significantly opposable force then they stop being "mooks" and are significant forces of enemies.
You only use HT, among other things, when your enemies are meant to stand a certain degree of fighting.
If your enemies are supposed to be random mooks who value their lives more than "the cause" they will stop fighting and flee when at death's risk, when wounded, when overwhelmed, because they're people.
If your mooks are fanatical to-the-death soldiers they are a bit more than random mooks and will fight through pain and hell to put a fight until the end, still, they will retreat and flee if their death would be a pointless one.
There's no reason to fight to the death holding a primary checkpoint because the point of a checkpoint is to warn a main force about a aproaching enemy, thus you flee and tell them such.
You are running your mooks by making them supersoldier fight-to-the-death fighters who will eat gunshots and keep on fighting until the very end, with no reason and no questions, just do or die. Those are no longer mooks anon.
>>95980705There's a rule saying that you ignore HT when dealing with mooks thoughever: it's called Cannon Fodder.
:)
What kind of modifier do you apply if you have Selectivity for limitations? That is you can turn certain limitations on and off.
>>95980705Like the other anon, I'm NTA, but I often do run all the HT checks on my mooks since combat is very dangerous and making sure they dispatch the enemies before they can bring up a pistol or pull a pin on a grenade is a good idea.
>>95980815I know, and lets not forget one of the rules is GMs can ignore the rules or change the rules. So like do whatever you feel like doing man.
>>95980822If you can turn the Limitation off and leave it off indefinitely except when you desire it, that Limitation becomes a 0 point aspect of the trait in my judgement. Since it's only a limitation when you want it to be, and thus not actually a downside.
>>95980832Are all your mooks suicidal fanatic zealots?
>>95980869No but the team is currently fighting israelis so they all have the 'ontologically evil' disadvantage.
>>95980916kek, remember when mossad tried getting that french vtm group charged with hate speech?
Anyone know of any rules about higher dimensionality?
Like, an eldritch being that exists in 4 dimensions?
>>95981416What aspects of "higher dimensionality" are you looking to capture? And on that subject, how do you imagine a higher-dimension being functioning? Fictional interpretations range from "basically just ghosts" to "nigh-omnipotent gods who can alter this lesser plane of reality at will".
Insubstantiality seems like an obvious way to handle the physical aspects, with Always On unless they can "descend" into the 3rd dimension under their own power. Enhanced Time Sense could also apply if we're going with THAT kind of fourth-dimension. But again, it all depends on what you're envisioning.
>>95980320UT missiles don't roll against 10+Acc or they would have an effective skill of 13 after adding Acc, illiterate troglodyte
>>95982278Yes they do. You are illiterate.
You should also check the missile options for big ass smart missiles instead of only the dirty cheap grenade-priced ones.
>>95982473Literally below that it says they have a skill level that's not 10
If you ignore that, even a Stinger missile beats TL9 hyperspectrals
Say i have gun, pistol at dx +4 [12]. Rhat means I default gun, rifle tp dx +2.
If I want to have both skills to be at the same level, do I just have to put [2] points in guns, rifle and then I just increase gun, pistol from now on?
>>95982527You have to be trolling, one cannot be that stupid. Refer to
>>95978289 and try getting less angry online, it is a severe indicator of your IQ.
>Stinger missile beats TL9 hyperspectralsExcept that it doesn't, refer to
>>95978574 >>95978444 and for the price of a stigner on UT you can buy a smart mininuke with actual eyes whom will ram straight into its target short of being completely blinded.
>>95982549Skill level is not the same as Acc. It says "missile's skill" right in that image you keep posting. It explicitly says under homing attacks that homing attack rolls are missile skill + Acc which for hyperspectrals at TL9 have to be 14+Acc 3, which is silly and not in line with the BS.
I thought GURPS players were smart.
>>95982562The iml, mlaws and tml on the 146-1 table are UNGUIDED missiles, they cost 110$ and 440$ for 64mm and 100mm, respectively, the accuracy of a dumb rocket is not transferable to that of a guided one. Its why every single other stance on future books specify it all through tables.
UT formatting is a bit shitty, but not enough to cause this much confusion. I don't know whats going on with you.
>>95982590Me too, but today is proving it wrong. Confused anon is either really old and being confused due to memories of how old 3e wording spoke on missiles, or he's too young to understand that ut146 wording is the extensive form of homing 3+1/tl past 9.
>>95982693No, because a TL9 MS homing warhead would have a pathetic effective skill level of 14 if it really read only as 10+Acc 4. A TL8 Javelin has an effective skill level of 16 with Acc. The Basic Set AA missile has 17 at TL8. Your bullshitting about price is meaningless here because if you're essentially shooting Stinger missiles at advanced aircraft and missing essentially all of them, the price doesn't matter! Warhead size doesn't matter either because you can have a Javelin-sized warhead at TL9 and it will still be worse than an actual TL8 Javelin. My take is that just like Magic, UT is old and they themselves got confused with 3e stats.
Are there any official UT light vehicles like armoured cars/IFV's? In UT you get some civilian cars and a tank. There's a 'TL9' APC in Reign of Steel 4E that's just a Cadillac Commando with TL9 weapon options.
>>95982918Pyramid Transhuman Space II has the Vengador
>>95981416Yes, check out Powers: The Weird.
>>95982544To improve a skill from its higher default, you pay the difference between its newest level and the amount you *would* have paid to reach the level youโve reached for โfreeโ via defaults. Getting Guns to DX+2 would cost 4 points, and getting it to +3 would cost 8, so improving Rifle from its default of DX+2 to DX+3 costs 8-4 = 4 points.
Improving a skill from a heightened default is only efficient in very specific situations, like taking an Average difficulty skill from an heightened default of Attribute+0 [2 normally] to Attribute+1 [4 normally] for only two points. Any other time, youโre usually better off just increasing the main skill and enjoying higher defaults. In your example, you could put four points into Guns (Rifle) to get it to DX+3โฆ or you could just put those points into Guns (Pistol), bring it up to DX+5, and get Guns (Rifle) up to DX+3 for free.
Improving from default is busted, itโs a known weakness in the GURPS system, and there are plenty of homebrew solutions out there (like pricing improving defaults as if they were techniques, which is way cheaper), but as written the rules make pumping main skills even higher the vastly superior option.
>>95983116Thanks.
Yeah I wanted to bring both guns to the same level but if its gonna cost 8 points I might as well just keep one skill high
Playing in a setting with TL8 tech (aka modern tech).
What is some quintessential gear (not weapons or armor) that I should acquire for monster hunting? I got 7k left after guns and armor.
So far I got a smartphone, rope, survival basics, and load-bearing gear to carry shit. Oh, and a lighter.
I have access to the high tech books and the tactical shooting books.
>>95983568For 7k you could probably get night vision equipment
>>95983594Good idea, monster hunting usually happens at night
>>95983609Bring flares and regular light sources too
>>95983638>flaresI got chemlights but forgot about flares, those are useful for signaling and illumination, good point.
>>95983568Silver bullets, a crucifix, a silver-inlaid mirror, a sharpened elm stake, garlic and wolfsbane, holy water, a cold iron dagger, an iron horseshoe, a bagful of uncooked beans, salt, vitriol, a couple authentic gold coins of antique mint... that should cover a lot of your bases right there. Always good to have tools of the trade.
Also, ways to restrict the monsters' movement, both keeping it away from you and preventing escape. Bolas, caltrops, oil, tools to hurriedly erect barricades or bar a door, et cetera.
>>95983804>vitriolhuh
didn't know vitriol was an actual thing.
>Bolas, caltrops, oil, tools to hurriedly erect barricades or bar a doorCaltrops and oil is a good idea, but my character doesn't know how to use bolas. Maybe once I have enough cash for a grenade launcher I can find some net rounds I heard existed.
>Silver bullets, a crucifix, a silver-inlaid mirror, a sharpened elm stake, garlic and wolfsbane, holy water, a cold iron dagger, an iron horseshoe, a bagful of uncooked beans, salt, vitriol, a couple authentic gold coins of antique mintI do have a crucifix, stakes and silver bullets but didn't think of the others. That said, what kind of creature has gold coins as a thing?
>>95983839Plenty of folkloric creatures are irresistibly attracted to wealth. Use this to your advantage.
>>95983568Loadouts: Monster Hunters has some good ideas.
>Multitool>Duct tape>Flashlight>Backup lights>A good camera (better than a smartphone and with the proper lens it can take pictures from further away)>Tape measure (for measuring tracks)>Binoculars>Notebook and pen (for note taking)>Cloth mask (might help against contamination from biological threats and for hiding your face in a pinch)
>>95980822According to Power-Ups 4: Enhancements, if you can turn a limitation on/off at will, then that's a "Regulatable Limitation", worth 40% + (Limitation Value), to a minimum of +5%. For instance "Melee-Capable" (Melee Attack, -30%; Regulatable, +40%) is worth +10% on Innate Attack, allowing you to switch between ranged and melee for your attack any time.
>>95983880>Plenty of folkloric creatures are irresistibly attracted to wealthLike the most dangerous monsters of them all. People!
>>95983916throwing a bunch of money in the air in the middle of a crowd is a good way to cause a distraction, true.
>>95983904>duct tapeI should probably get like 3 rolls
>Loadouts: Monster Hunters has some good ideas.I had no idea this book existed. I'll take a look, thanks.
>>95979456This is what HT 14 + Very Fit looks like.
>>95982918Vehicle armor is on Describing Vehicles on the last Alternate GURPS. You could grab a real vehicle and make the armor thicker while keeping speed, or say that it's futuristic armor and make it more resistant.
>>95983568If you're using dazzle rules, flashlights are stupidly strong.
>>95983568UV lights, if you can get them and they trigger a vampire's sun weakness
Is it cruel to make PCs roll Driving & Navigation to cross rocky terrain to get to a hidden destination in an irradiated wasteland where GPS doesn't work, or make SCUBA & Navigation rolls to swim through a network of flooded/collapsed subway tunnels to sneak into the enemy secret base?
>>95985541Seems perfectly reasonable. Just dont make them do it ten times in a row or something.
>>95980869You don't actually have to be a fanatical zealot with a death-wish to take extremely risky or even outright suicidal actions in the heat of combat. Stress fucks up your judgement in all kinds of ways, which quite often include acting as if you are literally invulnerable. See the Untrained Fighters rules (Martial Arts, p.113) for a codified version of this, but the general principle that 'fight or flight' can include some very nasty levels of 'fight' is perfectly reasonable in realistic games.
>>95983804>a cold iron daggerWhat in the hell is cold iron? Steel is iron but with 0.30 percent added carbon, is it not also cold iron?
>>95983916I wouldn't call heebs people anon but yeah you're in the right zipcode.
>>95987847Depends on the setting. It can be
>Any kind of iron>Pure iron>Iron that hasn't been forged>Meteoric iron>Iron that is still magnetic>Iron that is currently cold
I just feel like a trained man with a long blade/polearm would win a fight with a horse, or any animal except like Elephant and Whales. I just think everything is weak to sharp metal.
>>95985541>make SCUBA & Navigation rolls to swim through a network of flooded/collapsed subway tunnels to sneak into the enemy secret base?This is absolutely reasonable considering its basically cave diving. Make sure they can actually see in the dark tunnel btw because navigating a subway in the dark would either be extremely difficult or, at best, take a really long time (if they say they're just feeling along the ceiling to guide themselves).
>>95987847Cold iron is just any iron. But sometimes you need an extra syllable for poetic purposes. So you get cold iron.
>>95989326what about lukewarm iron?
>>95989181Presupposing they don't just run away, I would trust even an untrained person to beat a horse if they had a polearm. A sword is another story because the horse can just run you over but a polearm is basically peasant-proof. The problem is against more intimidating animals like big cats or wolves.
>>95989336Too many syllables. Such iron has no power over supernaturals.
I'm gonna try doing magic using powers.
Anything I should know before diving in?
>>95989457Any particular variant (CEM, DF, Sorcery, etc.)? Or just building spells with abilities?
I guess regardless of specifics, make sure of a few things
1. Don't assume something is balanced because it follows the rules. ESPECIALLY if you're letting your players design their own spells. Powers has some advice on designing abilities that don't threaten the game's fun, and beyond that limitations like Costs Fatigue or Limited Use or Preparation Required are great for reigning in annoying abilities.
2. Magic *could* do anything, but without limitations it's boring. Require some degree of theming, mandatory modifiers, or the like to ensure there's some flavor.
3. Have a list of spells ready to go, both for NPC use and for players to pull form; the bigger the better, but that takes time and effort. There are plenty of pre-built abilities scattered across GURPS books and Pyramid articles, but you'll likely need to modify them for your specific setting and its magic system.
Every single time I write stuff for my campaign I am thankful I use GURPS because holy shit there is a book and rule for everything. I was thinking about how best to run a murder investigation in a campaign because I'd never done it before and there's an entire book on the topic.
>Consider putting in proposal for Hot Spots: Victorian London
>Find it hard to justify my expertise, since I never lived in London, and spent most of my life in the North
>Don't send proposal
>SJG announces Hot Spots: Victorian London
>Written by an American
He's not even a competent writer. FF:E was terrible. This is going to be a complete shit-show.
Do you add damage dice bonuses from weapon master when adding extra die from grappling using fantastic dungeon grappling control points?
Example
>weapon master knife with dx+4 knife skill (so +2 damage per die from weapon master)
>wrestle guy with one hand for 4 control points
>spend 3 to increase damage of knife attack by 1d6
would the damage added from the control points by 1d6+2+weapon damage or just 1d6?
>Hotspots: Kowloon Walled City
>>95991224Yeah, it's a shame when you let your fear of not being good enough leave a hole for a complete incompetent to step up and fill. Happened to me at work and it sucked. Any other topics you'd be interested in writing? Worst case scenario is that SJG says "no thank you."
>>95991536Weapon Master specifies that it adds a per-die bonus to "basic" thrust or swing damage, so no, dice from sources other than your own ST don't get further bonuses.
>Hotspots: Rice's Bedroom
>>95991224I'm literally running a game set in victorian London, and did extensive research to make sure it was period-accurate. It should have been me!!!
>>95991846>Any other topics you'd be interested in writing? Worst case scenario is that SJG says "no thank you."I've sent them a bunch of proposals. They never reply. I suspect it's because they don't like to work with anyone who hasn't had anything published before.
>>95991846>bonus to "basic" thrustOh, I see. I didn't catch that when I first read it, thanks for clarifying.
>get 25 pts from being ultra-poor
>create ally using a fraction of those 25 points
>make ally rich and completely 100% loyal and to always appear
>use ally to sell and to buy things
The PC is a slut so this is 100% in character, and not powergaming at all :)
One question about the equipment tables and tech levels:
Say I'm in a TL8 campaign. When I buy a generic "sedan" vehicle, I am buying the TL8 equivalent or am I literally buying some ancient relic car?
I assume for most things, when item type is introduced at a certain TL and you buy it at a later TL you buy the equivalent, right?
>>95993112I'd say just indicate what TL of Sedan you want to buy. If its a TL8 campaign I'd say you're buying a TL8 by default. IIRC there's rules in GURPS Action for buying used cars so you can alter the price if its some lower spec model. TL8 is probably like a Crown Vic or any model year of Corolla while a TL7 can be anything from an Impala to a Rover P-series.
>>95993221that makes sense. I was wondering about the price, so I'll take a look at action.
>>95993112>I assume for most things, when item type is introduced at a certain TL and you buy it at a later TL you buy the equivalent, right?Yes. When you buy a knife at TL 8, you're usually going to get a piece of homogenous stainless steel with a plastic handle, not a piece of wrought iron with a bone/wood/leather grip. It's functionally similar, but usually a bit better (depending on the exact item; knives get a little better, computers a lot better), and you can afford more of them (i.e. the relative value of your labour vs. the cost of the item goes up as workers get more productive and objects get easier to make with advancing technology).
For vehicles, this can be a bit of a mess, because they have detailed enough stats that it doesn't seem quite right to have a TL 8 car be just a 'reskinned' TL 7 one. The typical size, speed, reliability, mileage, and handling are all going to be noticeably different within a few decades.
Say you're fighting a golem with 0IQ and programmed to kill everything it can see.
What happens if it's surprised? Is it immune to the mental stun from surprise?
I'm using the dungeon fantasy surprise, I understand that the basic is a bit different.
Here are the traits of the golem in case that matters:
>Traits: Absolute Direction; Automaton; Cannot Learn; Dark Vision; Discriminatory Smell; Doesnโt Breathe; Doesnโt Eat or Drink; Doesnโt Sleep; Electrical; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Fire Effects; Injury Tolerance (Homogenous, No Blood, No Eyes); Magic Resistance 5 (Improved); Numb; Reprogrammable; Social Stigma (Valuable Property); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Partial, Absorption); Unnatural; Vacuum Support.
>>95993585If it can act on its own, it has 1+ IQ. Probably low IQ, and likely sporting Automaton or Slave Mentality, but still non-zero. Zero IQ means it HAS to be controlled via possession, remote control, or something else to move around, something that's more direct than simply giving it orders to follow. And for the record, golems typically sit at around IQ 8 in GURPS (Fantasy, Magic, and DFRPG all have IQ 8 golems), and some elite golems (like the Golem-Armor Swordsman in DFRPG) combine higher IQ with Combat Reflexes.
Regardless, even if it were IQ 1, it's not immune to mental stun. Rather, it will rely on the increasing bonus to effective IQ. That +1 to recover after the first turn and +2 to recover after the second continues growing until it eventually passes the check. That would give the party many turns to freely wail on the golem, but that's what happens when you leave sentry duty to a creation with the intellect of a particularly bright potato.
>>95993674Huh. Most monster stats I see online for GURPS golems, mostly Enraged eggplant stuff have golems with IQ zero.
I guess 'ill assume they have 8, the rest of the stats are good enough.
Thanks for the clarification!
>>95993704Eggplant's stuff is typically alright, but a lot of his material is converted from D&D and conversion isn't always a clean and easy process. In this case, Golems from D&D 3.PF lack an INT score, which isn't the same as having 0 INT but I can understand someone looking at that and going "okay, that's equivalent to IQ 0 in GURPS" and moving on because they're trying to get through a dozen monster conversions and can't waste time on every oddity that they comes across.
>>95993831Yeah, that makes sense.
Are there any guidelines for value for trigger?
Like I want to make my personal haste ability cost an expensive material, like a gem.
But how valuable is a a very expensive and hard to find gem? 1000$? 10000$?
>>95991224>FF:E was terribleWhat is that
>>95994401Fantasy Folk: Elves
>>95992585>slutthat's a patron then
>>95993234if you don't find anything there's also a roll table for vehicle quirks on After the End 1. You get a discount for every roll you take.
>>95994870>vehicle quirks on After the End 1Oh that's cool
>>95994380The "expensive" and "very expensive" are intentionally vague because it will vary by setting and Tech Level. But using only TL, I would say anything worth 1/4th of Starting Wealth would be "expensive" and anything worth 1/2 Starting Wealth would be "very expensive". These prices being 'per dose', like in the wording.
To which point, I've always assumed that a Trigger should be something you have to expend. If it's something you can just keep and wave around whenever you need it, it'd be better represented by the Gadget limitations, right?
>>95992585This is just a Patron, but also as a GM if I see you roll up with an "Ally" that has no stats or abilities other than the one thing you need but can't afford yourself, I'm going to slap you.
>>95995016>1/4th of Starting Wealth would be "expensive" and anything worth 1/2 Starting Wealth would be "very expensive". These prices being 'per dose', like in the wording.This seems reasonable guidelines. Since there's no official answer I go with this I guess.
>To which point, I've always assumed that a Trigger should be something you have to expend. If it's something you can just keep and wave around whenever you need it, it'd be better represented by the Gadget limitations, right?The "just wave around" is a material component, it's in powerups limitation
>>95995016>>95992585>>95994870>that's a patron thenIs that how patron works? Can you really have a character without a single penny be sustained by a patron?
>>95995016I've always used the guidelines for Addiction: Cheap is anything less than 0.1% starting wealth, Expensive is anything less than 0.5%, and Very Expensive is anything greater. Given that addiction is daily but (mostly) mandatory and trigger is entirely optional but can theoretically be called upon multiple times per day, it feels like they're equivalent.
I know those values sound really low, especially at lower TLs where 0.5% of starting wealth comes out to $10 or less, but having to spend 50% of the starting wealth every time you want to use an ability, and all you get is a -30% discount, seems way more insane. Shit, even a campy DF-style game where you're expected you be dripping in magical gear by session two, asking someone to drop $500 (TL3) or $1k (TL4) per use of an ability is a tall order.
Also, I've always assumed Trigger was more a limitation based on inconvenience, rather than pure monetary loss. The monetary aspect existed, but the limitation seemed to come up in my games more often in the form of theft or an accident depriving a PC of their trigger material.
>>95995127How Patron works is... complicated, but yes that's how I would handle it. Patrons provide for their client or protege in whatever way the patron finds appropriate. In mundane relationships, this can take the form of room and board; rich Italian merchants would act as patrons for artists, basically letting them live off their dime in return for their name being attached to whatever was produced. Patron more suitable for adventurers might even provide gear; again going back to historic Italy, the private armies of powerful merchant families were often equipped with the best armor money could buy, bought with their patron's coin, to be used as long as their fought in their service.
However, I would not allow Dead Broke if you're being bankrolled by an old money pervert, because you aren't actually being limited by your lack of personal wealth.
>>95995877>you aren't actually being limited by your lack of personal wealth.I would disagree. In any situation where the slut couldn't talk to her sugar daddy, she would be without any access to money or even the ability to sell things.
Even with the "always reachable" or whatever the name of the enhancement is, there's ways to prevent communication.
>>95992585Although players can make anything they want, it's subject to GM approval. That character would never fly in anyone's campaign.
>>95996738You'll eventually attract the guy who thinks the GM is gimping him because he can't take TL12 weapons and supernatural advantages in a mundane TL3 game
>>95993831In my defense:
1. Sometimes I am retarded
2. I'm aware that many conversions have imperfections, so I'm fixing all the flaws when writing up Monstrous Compendium entries.
The IQ 0 thing is noted, I'll see what can be done once I add some non-sentient constructs to MC.
>>95996172Why wouldn't they have any funds at all? Even though most such people are spendthrift, they do usually manage to have some cash or a bank account rather than having to ask their SD to buy literally every item they need.
Why can't they sell valuables? It's really common for these types to be constantly either pawning or outright selling most of the gifts they get.
How is being cut off from your patron different to being cut off from any other source of funds? If I can't contact my bank, I'm effectively dead broke, with only whatever cash and items I have on me. Even with a medieval type system where most assets are in cash, you could be cut off from wherever you keep your coins.
Really, this seems more like just a job. It's simply freelance prostitution with an established client-base and a bit of deniability. If you alienate your customer, you get cut off, but you can always find another.
>>95997793>Why wouldn't they have any funds at allthat's how the dead broke disadvantage works
>>95998005Right, which is why the Dead Broke disadvantage is completely inappropriate for someone who has a source of income. Dead Broke is for characters who have literally no income, no significant property, and no way of changing that without huge effort. It's intended for crippled idiots in societies without any source of welfare for such, those who have no property rights or legitimate way to earn a living, inhuman creatures with no concept of wealth (and, arguably, only those without territory), and other really edge cases. 'No current source of income except for this guy who gives me everything I want, who I could replace with a similar guy if I need to' is not Dead Broke. It's arguably a more secure form of wealth than many legitimate jobs.
>>95998222In that case no player character is allowed dead broke because in most parties of adventurers the guy with higher wealth/merchant skills sells shit and distributes the loot as the party needs.
In fact dungeon fantasy outright says that's expected.
>>95998273Oh yeah
>be party of adventures with 8 average iq>get a henchman merchant to sell things for you>Fine>be dumb slut with 8 iq>spend points on ally/patron to sell shit for you>Not fineI was just joking about the character before but now I am unironically confused about how it works
>>95983804Depending on how your setting works, also consider bringing holy symbols from multiple religions/cultures.
>>95998303No? Both are fine. One is a hireling youโre paying with cash, the other is an ally whose relationship is paid for with points. The former is compensated with money, the other through whatever service youโve rendered in the past to have built such a close relationship as well as any continued minor services to maintain it. In neither case do you have access to a near-infinite supply of money while also claiming Dead Broke.
Also, selling shit wasnโt my focus anyway. Wealth affecting sale price is a weird stopgap from DF to try and make Wealth a real statistic in a game about hobos that loot tombs for a living (honestly they should just ditch Wealth in DF and treat it like AtE non-economy). I was talking about normal Wealth rules in a normal campaign, where Wealth affects starting cash and later income from jobs, both of which are irrelevant if youโre a rich dudeโs bedwarmer, start the game with all the toys his money bought you, and can reasonably ask him for more whenever. *That* is what makes Dead Broke free points here, not getting a better sale price on looted orc helmets or whatever.
Also, for the record, my stance is that Wealth has always been weird in GURPS. Basic Set even warns against tossing poorer PCs in a group with richer ones, since yeah thereโs a natural tendency to bankroll your friends and turn low Wealth into free points.
>>95998586>Basic Set even warns against tossing poorer PCs in a group with richer ones, since yeah thereโs a natural tendency to bankroll your friends and turn low Wealth into free points.Honestly I feel like wealth rules were a mistake.
Just have "points to cash and back" conversion at character creation and be done with it. If your character has no starting cash, he gets some points back, if he needs more cash to start, he can spend some points. GURPS should just own that points are a currency and not be so anal about how negative points work.
>>95998705I like this one homebrew that ties starting wealth and future earnings to Status, and has Wealth itself just adjust this number. Because Wealth is now completely untethered to things like social standing or reliable income--both of those subsumed into Status entirely as they should have always been--you now have a lot more freedom with the advantage. Sure, make a roguish space smuggler with his own ship, because having high enough Wealth to afford a ship no longer RAW also means you should be raking in over $5M per month. Wealth, in effect, more accurately named Assets under those rules, which I like.
>>95931963 (OP)Hey guys. I seem to be derping out. What limitations would I need to take Regeneration (Very Fast), and make it cost ER to use, and make it unavoidable, so that if you're injured you'll burn through ER to heal automatically until you're healed up? Costs Fatigue, yes, but then what?
>>96000474Uncontrolable, probably also Trigger
Currently cooking my first GURPS adventure. In a session or two, the party of 5 120 point conscripts with mostly TL5 gear at their disposals will have to traverse an abandoned and boarded up mine. Pitch black, sprawling, and hazardous. There, they'll be hunted by the mining town's old mayor, now cursed and transformed into a maddened, murderous, immortal monster. Think a Wendigo.
My question to GURPSfags is: is this overkill? The party isn't going to kill this thing for good, obviously, since he'll just keep regenerating. The idea is that they'll at best drop him for long enough to run away and find a way out of the mine (a long process, planning multiple confrontations with the monster). Will this tear them to shreds? Will they destroy it with no trouble?
>Point Cost: 437
Attributes: ST 19 [90], DX 13 [60], IQ 10 [0], HT 12 [20]
Secondary Characteristics: Damage 2d-1/3d+1, BL 72, HP 17 [-4], Will 8 [-10], Per 10 [0], FP 12 [0], Basic Speed 6.25 [0], Basic Move 6 [0]
Advantages: Clinging [20], Dark Vision [25], Injury Tolerance (No Brain) [5], Injury Tolerance (No Vitals) [5], Injury Tolerance (Unliving) [20], Regeneration (Fast) [50], Regrowth [40], Talons [8], Unkillable [100]
Skills: Brawling (E) DX+2 [4]-15, Stealth (A) DX+1 [4]-14
>>96000474By default, Regeneration is already "always on" whenever you're not at max HP, given that you don't need to turn it on when injured and normally cannot choose to turn it off. Thus Costs Fatigue alone should be enough to achieve what you're looking for, making the ability drain ER regardless of your desires as long as you have ER and are not at max HP. At absolute most, I'd include Nuisance Effect (-5%) for being unable to turn it off early.
Almost ready to run a dungeon fantasy game for the first time with four friends. The party consists of two fighters (barbarian and knight) and two magic users (wizard and druid), and I'm slightly concerned that most the encounters the adventure currently has set up might be too easy for the fighters to chop through while the magic users sit behind and basically do nothing.
What are some good challenges I could throw at them that the fighters would have trouble with but easier for the magic users to deal with so they have equal time to shine?
>>96000896I thought adding a "Costs Fatigue" makes "Always On" abilities become use-activated. No? The Always On limitation is for when It could plausibly be a problem, which is not the case for regular Regeneration which is free, but it IS a problem if healing uses up all of your FP.
I *think* The correct build here is Regeneration (Very Fast) + Costs Fatigue X (per minute) + Always On (Physically Inconvenient).
Eventually you'll take the low fatigue penalties, and you won't have the fatigue points you may need to do other stuff. It won't kill you, because you're healing faster than you consume HP after you get below FP 0.
---
Does that sound correct?
>>96001023I suppose that works. An extra -20% probably is more appropriate a limitation, if we're assuming that the ability can also drain FP and/or the character in question has abilities that use ER besides just Regeneration.
If anyone is interested, I added some Epub versions of a few books to the archive. All images and flavor quotes have been removed, along with indices, table of contents and introductions. Basically anything I didn't consider to be part of the meat of the text. Didn't do it by hand, so there are lots of mistakes, but it could be nice for anyone who likes to read GURPS on their phone or an eink reader. They're in the unofficial folder
>>96000619I used a slightly modified version of the wendigo from Horror against a bunch of characters with a mix of TL 4 and TL 0 gear, around 150 points each, and they did actually kill it, in the dark, at close range. Crucially, I made it vulnerable to any burning damage to the vitals and they had done the research and armed themselves with suitable weapons. Their main tactic was stop thrusts with spears and polearms, following by aggressive limb crippling before getting close enough to jam incendiaries into the torso. Reach combined with numerical superiority is very powerful in GURPS, so don't be shocked if they manage to at least incapacitate even very strong monsters. On the other hand, darkness is fucking brutal as well, and cramped tunnels can make long weapons and flanking attacks useless, so don't be shocked if you get a TPK. (On the other, other hand, they presumably have good guns and maybe explosives, and the monster lacks Recovery, so every time they incap it they will get a minimum of 15 minutes and probably more like an hour before it gets back up again).
Given that it literally can't be killed, I don't think you actually need it to be super lethal. Being lost underground is already a bad situation. Having a monster in there with you makes it worse. Not being able to put the monster down for good (at least until they figure out that it doesn't die but can be knocked out, and tie it up, collapse a tunnel on it, or something) is added stress. Having the monster be able to disembowel them in an instant and soak up multiple hits without going down seems like (maybe literal) overkill. Instead, read Underground Adventures and Horror and play up the horrific elements of the environment, give them some insight into the (presumably creepy and/or tragic) backstory of the monster, and have the mayor work on them psychologically (seems like he can still speak, think, and maybe pass as human).
>>96001011Anything that requires utility spells assuming anyone takes them ever
>>96001011Even 'non fighter' characters in DF can usually join in a combat with melee weapons and contribute quite a bit simply because most of the advantage an extra fighter adds is just being someone who either guards your flanks or gets around behind the enemy, depending on which side has the numbers. It takes a lot of points dedicated to combat to be as good as two semi-competent guys. The classic GURPS caster tactic is to get one decent buff or debuff effect off and spend the rest of the combat using your staff for area control.
That said, casters thrive against any enemy where they have opportunity to spend a few rounds casting a powerful spell, against anything which is diffuse, or resistant (or immune) to non-magical attacks, vulnerable only to burning (or ice, wind, etc.), hordes of weak enemies (area effect rather than hitting them one at a time), anything which can fly or keep the party at range thanks to terrain (although both barbarian and knight have compulsory ranged weapon skills and can be quite competent with them).
>>96000619Dies to 50lbs of blackpowder. Less if encountered in the mine. $250
It has Unkillable 2, and 17 HP, meaning it takes 187 points of Injury to hit the threshold for total bodily destruction. Which is about 53 dice worth of damage, round that up to 6dx10 cr ex, which gives a 72.06% chance to inflict enough Injury. TL 5 blackpowder is REF 0.5. Per Basic pg 415 (10x10/4)/0.5=50.
A standard 100lb keg of, $500, dealing 6dx14 cr ex increases the odds of killing it outright to 96.41%.
A donkey load of two kegs deals 6dx20 cr ex, and increases the probability of total bodily destruction to 99.82%.
And of course double damage if detonated in an enclosed space, like a mine.
>>96001172That's pretty cool. Thanks. What process did you use to convert them?
>>96001424Though finding 50lbs of still-useful blackpowder when you're trapped in an old mine, and then needing to first incapacitate the monster for long enough or somehow getting the bomb to detonate close enough to the still mobile monster (preferably while you yourself is pretty bloody far away from the potentially cave-in inducing boom)...
>>96001172>HTMLfaggot, but even more cringe
>>96001313>>96001360thanks for the tips, I'll see how things go normally with the first session
>>96001486I would assume anyone hunting monsters is bringing their own explosives, and don't have to procure them on site. Its the 1800s you can buy that shit in bulk from sears. The other point is why I mentioned the donkey, either that you draw straws.
>>96001269Thanks for the pointers. I'm really green when it comes to GURPS, so I'll still need to do some reading. Making him less lethal is probably a good call, I want it to basically be a horror monster that harasses them as they figure out how to escape, not something that cripples the party in the first confrontation.
>have the mayor work on them psychologically (seems like he can still speak, think, and maybe pass as human).Right on. The main setpiece I had in mind was to have the mayor (who they'll learn about prior to descending into the mine) kill an NPC in the dark, and try (poorly) to talk them into a false sense of security as he skulks closer.
>>96001424Based. Honestly, I'd probably allow that if they can manage to pull it off, as
>>96001486 said. I don't know yet if any of them will make explosives part of their main kit.
>>95998705>Just have "points to cash and back" conversion at character creation and be done with it.That's how Shadowrun has always done it and it's how I've preferred it.
>>96001497Epub is better than HTML. There's a real usecase for rulebooks in Epub, you can open them on your phone. HTML - you can open them on your computer? But then PDF works fine, because the screen isn't tiny.
>>96001602It's cringe because it's automatic.
>Epub is better than HTML.EPUB is literally just HTML in a ZIP file, you retard. You can use a program like Sigil to convert between the two formats.
>>96001703>automatic*shitty automatic, I should say.
>>96000619whoa bro are you using natural attacks?
Reminder that a parry with a weapon gets a free attack.
If the players are good at melee (and at 150 pts they can be even if they specialize in guns), they'll tear that thing to shreds. Add a striker or two instead of talons. And at 19 ST that's not enough power in a claw attack to break most melee weapons in a parry.
Also 15 skill and one attack per round likely means the PCs will manage to dodge and retreat out of most attacks (someone with 10 in everything will have a dodge and retreat of 11, PCs will likely have more), and you don't have much extra skill to add deceptive attack without just whiffing.
Obviously you don't want it to instantly kill the PCs but the combination of natural attacks and not being able to add much deceptive means he loses against a 62pt delver to grow with a short sword.
I say this because I once ran an owlbear (which is stronger than your monster) against a couple of 62pts PCs and they just shredded it with weapon parries.
>>96001446PDF editing software to delete all images and those stupid flavor quotes from the document as well as removing pages I didn't want converted.
A program called MinerU which is a sketchy chinese AI powered thing, but it extracts the text from PDFs pretty cleanly and will save it as a word doc or HTML file.
Then I used calibre to convert the word doc to an epub.
>>96001908>flavor quotesI hate those
>"I hate those" - AnonIt just wastes space, and most of the time they're just showing something already in the page!
>"Already in the page!" - Anon
>>96002090Flavor quotes and pull quotes are not the same thing.
>>96002146>Flavor quotes and pull quotes are not the same thing.They're both annoying
Thinking about using the GURPS: Realm Management rules for a one-on-one settlement building campaign in the near future. Anyone here have experience with them? Are they good, are they bad? Are there any important houserules or hotfixes to improve them? I've also heard some people recommend just directly porting the ACKS settlement system, with which I also have no experience.
>>96002391>Realm ManagementThe forbidden words have been spoken. Woe be unto you, you know not what you have wrought.
>>96002391Anon, the thread hit bump limit. You don't have to bait.
But if you're not trolling: Realm Management sucks. It's stats are so abstract they might as well mean nothing (the US and Russia are treated as being equal in terms of land), and the point of the rules is to fight other realms, not manage them. Worst of all, Realm Management barely, if at all, uses GURPS rules. It's been years since I read it but IIRC your GURPS characters can't do shit but choose maneuvers and spend meta-currencies.
It was a huge disappointment when it came out. Fuck Rice btw.
>>96002391Ahem.
Kill Realm Management. Behead Realm Management. Roundhouse kick Realm Management into the concrete. Slam dunk Realm Management into the trashcan. Crucify filthy Realm Management. Defecate in Realm Management's food. Launch Realm Management into the sun. Stir fry Realm Management in a wok. Toss Realm Management into active volcanoes. Urinate into Realm Management's gas tank. Judo throw Realm Management into a wood chipper. Twist Realm Management's head off. Report Realm Management to the IRS. Karate chop Realm Management in half. Curb stomp pregnant Realm Management. Trap Realm Management in quicksand. Crush Realm Management in the trash compactor. Liquefy Realm Management in a vat of acid. Eat Realm Management. Dissect Realm Management. Exterminate Realm Management in the gas chamber. Stomp Realm Management's skull with steel toed boots. Cremate Realm Management in the oven. Lobotomize Realm Management. Mandatory abortions for Realm Management. Grind Realm Management fetuses in the garbage disposal. Drown Realm Management in fried chicken grease. Vaporize Realm Management with a ray gun. Kick Realm Management down the stairs. Feed Realm Management to alligators. Slice Realm Management with a katana.
>>96002402>>96002440>>96002460I see. Duly noted. Any suggestions for alternatives? Like I said, I've seen ACKS thrown about but I don't know anything about it. Worst comes to worst I'm perfectly happy to brew something up myself, but it's nice to have something to build off of.
>>96002487I'm pessimistic because this is the most underdelivered aspect on GURPS. City Stats doesn't cover building cities nor is of any matter to players except when on a siege, and the organizations presented on Boardroom and Curia barely have rules to play with them either.
How interested are you in detail? Do you want excel spreadsheets or are you fine with a "settlers of Catan" kind of simplification?
GURPS Low-Tech Volumes 1-3 have rules and information about constructing buildings, Roman public health, food gathering, animal husbandry, etc.
>>96002671It doesn't need to be bean counting, for me it's more about how credibly it covers the aspects of managing/ruling a territory than how detailed it is. And yeah, I've got Low Tech and the Companions, which I will probably employ, especially LTC3.
>>96002830No GURPS sourcebooks cover that, I think. Good luck anon.
Been looking through the books but can't find a specific rule. Is there a set cost percentage increase based on Legality Class? Like say I'm buying a firearm in a country where they're LC2, is the price going up 100% because of it?
>>96003201Usually LC just flat-out bars you from legally acquiring certain things unless you have some advantage/perk that gives you access. The increased cost of acquiring illegal goods goes to paying the guy selling you for taking the risk, which depends more on the setting than the good itself.
I'd say take the monthly pay and multiply it by the number of man-months of work it takes to get the gun to you, divide it by how many they usually move at once, then add that to the base cost. You may also bump it up a bit for bribes, fees, etc.
So if a guy deals with AKMs and usually buys 100 at a time, but it takes 8 man-months to move them from the corrupt armory in Egypt to where ever you are, that's an additional $25,800 total. We'll add $5,000 for bribes and fees which gives us the per-rifle markup of $258. So you're paying $708 for an AKM. If my assumptions don't match your assumptions, you can freely the inputs as you see fit.
How do you make this in GURPS?
>>96001703A /collection/ of properly structured HTML files, arranged by chapter. With standardized metadata. With limited styling, because the ereader overrides most of it anyway.
> "ePuB Is lItErAlLy jUsT hTmL iN a zIp fIlE, yOu rEtARd"Right. And a finished video game is literally just some code in Notepad.
Hope the player enjoys compiling and debugging it before they can hit 'Start'.
>>96001908>PDF editing software to delete all images and those stupid flavor quotes from the document as well as removing pages I didn't want converted.>A program called MinerU which is a sketchy chinese AI powered thing, but it extracts the text from PDFs pretty cleanly and will save it as a word doc or HTML file.>Then I used calibre to convert the word doc to an epub.Ah. Okay.
You know Word will import PDFs directly these days, yeah? Might do a better job than the Chinese app. You'd still want to delete the shit in Acrobat first, mind you.
Sounds like you're not separating out the chapters and making sure the headers and such are good though, huh?
Also - there's a free MS Word plugin that exports EPUB and keeps all your chapter and header data, and makes for clean, consistent styling. I think I remember it doing a better job than Calibre.
Here it is.
https://daisy.org/activities/software/wordtoepub/
>>96002830Your best bet is probably to convert it from ACKS.
>>96001765Bear in mind that the encounter will be in an abandoned mine, so the humans will be at -3 skill at a minimum due to darkness penalties, down to -10 if their light sources go out. The monster can not only see in the dark, but can also cling to ceilings and walk up walls, so it can attack from all kinds of weird directions to minimise their opportunities to retreat. If it can put out their light, they don't get any defences at all! It also gets to keep trying, over and over again, and they only need to get unlucky once.
See The Descent for an example of how nasty even weak monsters can be in an underground environment.
>>96002391There's a Pyramid article called City Management which is much better. Works fine for basically any urban settlement.
>>96005296>so the humans will be at -3 skill at a minimum due to darkness penaltiesIn a melee, a human with a light source won't have darkness penalties. A candle eliminates penalties up to 1 yard, a torch eliminates penalties up to two yards.
>>96005381See High-Tech: Electricity and Electronics p. 20 for the light intensity to penalty conversion.
A good candle is about one candlepower, or 12.6 lumens. That's a little less than one lux in a one yard radius, or a penalty of -3 (arguably -2 within its actual hex).
TL 5 pressurised oil lamps are considerably brighter. They can be rated in the hundreds of candlepower, although rarely actually achieve much more than 100. Even so, that's several hundred lux within a yard and plenty for no penalty at 2 yards. However, they are delicate and extremely dangerous in a methane-rich atmosphere.
TL 5 mining lanterns are made to be as compact and safe as possible, rather than bright. The Davy lamp was about 0.25 candlepower, while the Clanny lamp gave around 0.5. Even the best were barely over one candle.
>>96005627I find these rules to be overly complex and to exaggerate the penalties for doing things with only a candle but if that's what you're using, then that's fine, I see why you say they have -3 on everything.
I will mention that spending an entire game session rolling at -3 on every single roll with no way to remove it might be extremely unfun for the players.
>>96005310>Odious Personal Habit (Constantly Complains About Transsexuals) [-10]
what are the bonuses to hit the broad side of a barn?
>>96005704Ya can't do it. You're not the guy.
>>96005704SM +8, and +4 for noncombat. An average (DX 10) unskilled (-4 default) blind (-10) man holding a pistol in two hands (+1 braced), without defending himself (+1 All Out) standing five yards (-2) away would hit it 25% of the time.
>>96005827Good to know.
Turns out my DX 8 character CAN hit the broad side of a barn!
>>96005627>That's a little less than one lux in a one yard radiusThat should be 'a little less than five lux'. The penalty is correct though.
>>96005694>I find these rules to be overly complex and to exaggerate the penalties for doing things with only a candle...I grew up in a house without electric lighting, and can say that candles and similar levels of lighting absolutely suck for doing any precision work or searching. I also do observations on patients during night shifts, and anything less than a high-powered flashlight really does impair you quite a bit (I tend to rely on a very low powered flashlight or outside lighting whenever possible to avoid waking them, and it absolutely makes it very difficult to observe even basic stuff like whether they are breathing).
On the other hand, a -3 penalty is quite harsh and melee combat doesn't seem that dependent on being able to clearly see your target. This is especially the case for unarmed combat, but I wouldn't think even sword or spear fighting would be significantly impaired by lighting in the 1-5 lux range.
It's also weird that the rules give a penalty to attack rolls for poor light, but seem to have no such penalty to defences! I would have expected defences to affected even more (i.e. the same penalty, which is more of an issue for defences because they tend to be lower).
What advantage would it be for someone who is covered in boils that when injured spews virulent pus that does acidic damage and infects melee attackers with disease?
>>96007015This is essentially similar to Acid Blood (GURPS Powers p.144) with something like an Affliction follow-up, side-effect, or symptoms.
>>96007124I looked at it but the problem is that the counter attack happens against the weapon.
It's meant to be a supernatural ability granted by an evil god that specifically targets the enemy in order to propagate the disease.
I'm thinking of adding Area of Effect to increase the reach of the aura, but with some sort of made up limitation so it only affects one target.
>>96006116>It's also weird that the rules give a penalty to attack rolls for poor light, but seem to have no such penalty to defences! I would have expected defences to affected even more (i.e. the same penalty, which is more of an issue for defences because they tend to be lower).Gonna take this opportunity to advocate for my homebrew, which draws heavily from Douglas Cole's "Dodge This" article from Pyramid. Under it, you need to make a Perception roll before attacks or defenses if effective PER would be 15 or less; under normal conditions (including the +10 "in plain sight" bonus), a PER 10 character is at 16+ out to 10 yards, so the rule should only come up against hiding foes, distant foes, or in extremely low visibility conditions. This *replaces* direct visibility penalties to rolls; rather than being less likely to hit in the dark because you're rolling at -2, you're less likely to hit in the dark because you need to make a roll vs 14 or whatever before attacking. The end result is that modest visibility penalties will not significantly affect melee combat, but larger penalties make both attacks and defenses harder to pull off.
It also fixes a minor but *very* annoying problem that someone with PER 20 fights at -2 in dim lighting, but someone with PER 6 and Night Vision 2 does not, despite the latter objectively not seeing as well as the former. Also all "+X to Stealth" effects from advantages or gear are now -X to Vision/Hearing as appropriate, which makes them useful even when not actively hiding.
>>96007152NTA but Interesting idea. I like it.
reminds me of the forum house rule about stealth where you roll to see at which distance you're spotted, which greatly simplifies how approaching someone in stealth works in a sensible way.
>>96005694Maybe they should make torches or start a bonfire or maybe leave the mine?
>>96007862That anon implied the reason they're not using torches is due possible gases at the mine. And I imagine the GM isn't going to just let the walk out of the adventure lol