OP's PDF: https://anonymousfiles.org/files/f8805a595539/
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>>95931963 GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles, with a level of detail varying from lightweight to completely autistic.
Optional rules allow you to emulate different genres with a single system, or even switch genres within a single game.
A nearly complete archive of GURPS books can be found by 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: What you cooking lately?
>TQ
Trying to keep my blog moving with materisl that's hopefully actually useful to someone who isn't me. Otherwise, finishing up groundwork for my next campaign starting probably early next month. Basically TL2 DF, which is pretty much what DF began as before Kromm caved and added two TLs of gear to it to shut up people who wanted ninja and fencing weapons and etc.
>0RRKH
>>96016045you really shouldn't have posted this as the first reply
there's one notorious schizo who shits up the thread as soon as someone says "blog"
>>96016045remind me again what's the difference between TL 2 and 3, I don't have my books right now.
Like 3 is castle age and 2 is bronze age?
>>96016477TL2 is iron age, so think Alexander, Romans, Han Dynasty, etc.
TL3 is medieval (but no full plate armor, that's early TL4)
>>96016021 (OP)>>TQ: What you cooking lately?Slowly adapting sorcerer spells and (and eggplants wizardry) spells to my own, vastly cheaper version of wizardry.
Sorcery spells have 15% of limitations, mine have 70% in order to fit the flavor I want.
>Required Disadvantage (-10%), Requires Grimoire (-10%); Can only use Tally (-10%), Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%, Magical/Divine, -10%.Which greatly change the cost.
>>96016494Ah, I see. Fantasy stuff with the "sword and sandals" aesthetic is cool
>>96016021 (OP)>TQCyberpunk game. Wrote a whole thing for cybernetics as a powerset, with modifiers, and rejection. Currently working on a chemical tolerance/toxicity buildup system.
I've just read GURPS Lite. The system is simple at its core, with the combat being a bit confusing for me for now at least. But overall it's not hard to learn, in its basic form.
>>96016548>GURPS Lite>BasicLol, lamo even
>>96016565They're the most essential rules, though. Basic set is called "Basic" but it does have a lot of rules you probably won't use.
>>96016592Wait till you hear about the "Advanced Set".
>>96017431Still trying to find the Intermediate Set.
>>96016507I should write up some cybernetics myself because the vanilla stuff mostly sucks
The hidden weapon rules from that one Pyramid are very cool though
>>96016548I'm having the same experience trying to grapple with GURPS combat for the first time. It's the kind of thing you really SHOULD have a cheat card for I guess.
>>96017431>>96016565>>96016592I never played AD&D as a kid because I thought I needed to find "starter D&D" before trying it out.
In retrospect that was probably a good thing.
>>96016045>materisl that's hopefully actually useful to someone who isn't meThis hits home.
>>96016498>-10%; Requires Magic Words, -10%, Magical/Divine, -10%.I would argue that the latter assumes the former, so you don't get to benefit from the discount. But
>Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%What does the IQ roll even mean here if you get a discount for both the gestures and the magic words?
>>96018394Nta, but gestures means you need free hands and free movement to cast, magic words means you need to speak to cast, and the IQ roll means you have to roll the dice to successfully cast the spell (meaning you can fail).
>>96018491This is retarded. Why would you gimp yourself like that for such a small discount?
>>96017798Which one is that? I'm not familiar.
>>96018513Because the flavor is important. I want my casters to have to speak, make gestures, and make a thaumathology or Religious Ritual check before casting their spells.
>>96017798>>96016507When I make cybernetics I'm going to use the metatech rules and have them cost money and not points.
Is there something like "historical folks" book but for modern day?
I liked using those because they added a bit of flavor to the character.
I can't get over how anal gurps is with the whole "you must buy off disadvantages" shit.
The little "secret disadvantage" box is so retarded about it
>oh yeah, you suffered through having extreme unluckiness without knowing for 20 sessions but now that you know about it, you must lose 5 points!
Absolutely mental
>>960198234rd edition had Warriors and Rogues, which covered a wide range of TLs.
Most setting and genre books have a smattering of professional templates, although they are generally intended for heroic PCs, not average people.
Action 4: Specialists has a bunch of low-value templates, some of which are basically professions. There is at least one Pyramid article which expands it and a fan-supplement which turns the historical folks templates into similar skill sets.
https://docs.google.com/document/d/19Xhz6bQSziJ1xqUfItE2I7r0wBZrW1gg3xZ0FYh9rlc/edit?usp=sharing
>>96020093>https://docs.google.com/document/d/19Xhz6bQSziJ1xqUfItE2I7r0wBZrW1gg3xZ0FYh9rlc/edit?usp=sharingthanks!
Are GURPS cloak rules actually realistic?
https://www.youtube.com/watch?v=P6nN_lv_NL4
>>96018752Tech and Toys III
Learning GURPS for the first time. My brain seems to seize up when I look at the skill list. Any advice?
>>96021636Don't be retarded
>>96021641Any actual advice? 275 skills before specializations is annoying at best to parse through.
>>96021636Sort by category if in GCS. Otherwise, realize that most skills are not needed for most characters, and are there for the characters that do need them. Figure out what you want your character to be good at beforehand, rather than trying to read the whole skill list and commit it to memory.
>>96021673Unfortunately I'm going to be the GM bringing this to may players, so unless I'm mistaken I'm going to have to curate the skill list regardless.
>>96021636Why are you getting filtered by skills? They're pretty straightforward compared to combat.
>>96021733Oddly enough, I'm pretty sure I'm understanding combat easily enough. I think it's just decision paralysis from having to trim down the pages of skills into a format that doesn't make my players want to kill themselves.
Quick Question: How would you handle something like Point Defense? That is, using ranged attacks to shoot down other ranged attacks. I know that Powers has rules for Parrying with Powers. But that's only for Powers. I want to shoot down a missile with a laser beam, or even a bullet with another bullet. I also want it to be semi-realistic, so Size and Speed/Range should be a factor.
I suspect it would work by calculating a "Parry" score for your ranged weapon skill (3 + skill/2), figuring the Size and Speed of the projectile, plus Range depending on how close you want to intercept, applying the usual penalties to skill, then by the usual math apply half that penalty to Parry.
Now, what I'm least sure about is how much weight, damage, or other statistics you need on your attack to actually parry another projectile. Using the Powers ruling of subtracting damage from damage might be okay. But I feel like you don't really need that much energy to send a projectile off-course, or fragment or disarm it midflight, depending on the projectile.
>>96021636I might suggest starting with wildcard skills. Say, one per skill category. Then give the option to respec into standard skills once you and your players get a feel for which skills are actually important to you guys.
>>96021636>>96021673I made this to see which skills you could learn in-game with a default attribute roll.
>>96021793Whoops, forgot the picture.
>>96021636>>96021715Since you're new to GURPS, and also the GM, I might personally recommend Wildcard Skills. They act like super-skills, covering all the possible skill applications of a given niche or archetype (like Explorer!, or Doctor!, or Sailor!), Players can buy up a Wildcard skill or two relevant to their characters, and always feel confident that as long as it falls under one of their relevant Wildcards, they'll have the skill needed. And I've found it helps both player and GM get a sense for what kind of skills a given character needs even if you're not using them, since they each include a list of skills that the Wildcards cover by default. So if you wanna know what kind of skills a Pirate could or should have, just check out the Pirate! Wildcard.
That besides, here follows a succinct list of some of the "essential" skills. Skills with an asterisk (*) are skills that each player should at least consider taking. The rest are skills that at least one person in the party should probably have.
Acrobatics*; Area Knowledge (Any); Brawling (if a combat character)*; Climbing*; Detect Lies, Diplomacy and Fast Talk (if a social character); Driving or Riding (Depending on TL); Fast-Draw for your main weapon*; First Aid; Naturalist (unless the game takes place only in civilized environs); Navigation; Observation*; Occultism (if in a game with magic); Running*; Search; Stealth*; Surgery; Survival (relevant terrain); Tactics; Thaumatology (if in a game with magic)
>>96021715I assume your players are also new to GURPS, but if so I'd recommend instead of making a strict list of "these are the only skills you can take", just collect "these are some recommended skills" and let them explore beyond that. If your players aren't completely retarded they won't be picking TL irrelevant skills like Battlesuit for a Tl3 game. As for what this should look like, what type of game are you running? We may be able to give some recommendations.
>>96021797>>96021841Thank you both for the helpful advice. As for the game, a black powder low fantasy game. Somewhere around the 1700s.
>>96021879I'll just list a few skills I think will be relevant.
Riding (Equines). Naturalist. Running, Jumping, Hiking. Animal Handling (Equines, Canines). Climbing and/or Scaling, for a mountainous adventure. Merchant for trading, Administration if the game involves such things. Pretty much all TL appropriate weapon skills, with specific emphasis on Fast Draw (Ammo) and Musket. Brawling, Wrestling. Social skills, like Diplomacy, Sex Appeal, Intimidation, Streetwise, and Fast Talk. Stealth. Gambling, Carousing. Basic human being skills like Cooking, Housekeeping. Area Knowledge, wherever is relevant. First Aid/TL. Survival (Whatever is relevant). Navigation. Armory (Small Arms). Soldier. Surgery. Tactics. Leadership. Interrogation. Detect Lies.
If you are doing a game based on a ship somewhere, I'd also suggest:
Knot Tying. Shiphandling. Seamanship. Potentially Boating as well. Gunner (Cannon).
>>96016021 (OP)>TQ: What you cooking lately?Being dissatisfied with existing rules for building and maintaining a settlement, I've decided to cobble together my own ruleset, which will probably involve kludging from both ACKS, ASOIAFRPG, and my own past experience with Nation Builders. It's extremely nascent right now, but as soon as I actually have an outline I'll probably post it here to see how retarded it is.
>>96017878>>96016548Check out the 4e Combat Cards in the filedump. They were really useful for me in learning the basics of combat back in the day.
>>96019901To be fair, you don't have to spend existing XP to remove a disadvantage. You CAN also replace it with another disad of equal point value. And if you wanted to get the 5 points for a Secret Disadvantage, can you really complain about no longer receiving that 5 free points when it's no longer a Secret?
How should I handle a campaign set in a modern big city like NYC or Chicago? Should I just have a set list of locations the players can travel to or just throw the map in front of them and adlib stuff as they go? Open to any solution because my only prior experience is running a small German city with not much going on.
Is the franchise effectively dead?
>>96023524In what sense? Publication, playerbase?
Stuff still gets published for GURPS, but it's kind of the nature of a generic system like this that eventually, it'll be more or less "complete".
As for playerbase, it seems healthy enough. I mean, this is definitely one of the best supported games I've ever seen, there are tons of forums and wikis to look through if you need anything. And the general here usually hits bump limit.
>>96023223Better to divide the city up into boroughs and blocks, like the banking center, Main Street, the Waterfront, the Industrial sector, et cetera et cetera. If there are places of particular importance, definitely mark them down. But since you'll naturally be introducing any place that the players NEED to go, by all means let the players wander where they WANT to go. If you're not too familiar with big cities, take a look around NYC or London or Paris, they've all got pretty detailed maps and breakdowns of different parts of the city.
>>96023524Hmm, no. Still people playing GURPS, and I don't see that changing any time soon.
Need to make a oneshot campaign for two players. One has never played a TTRPG and the other has only played DnD. Thinking about having them use pre-made characters too.
Every one shot campaign i find is for 3 or more players, and I don't want to add a DMPC to the mix cause I think DMPCing is gay.
>>96024372Just reduce the number of enemies
alternatively, read the "how to be a gurps GM - Counting Heads" which is exactly about having too few players.
>>96021636https://www.sjgames.com/ill/img/retailerimages/Munchkin%20OTD/Game%20Support/GURPS/GURPS_Skill_Caregories.pdf
If I want to do combat with vehicles,
as in, a gunfight and there's dudes in a car and someone could choose to try shooting a car
are there any good optional rules I should look for aside from what's in the core book?
>>96025005Chases, in Action 2.
I think a female white tail deer would kill any human <16 ST in close quarters unless that human has a gun, or bomb or some sort of non-muscle powered weapon.
>>96026046On the topic of animal weirdness, the Camel stats in Basic have hooves. Weird camels.
doe
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>>96026046This seems wildly improbable. White-tailed deer females average around 150 lbs. which is just about ST 11 in the standard rules. Realistically, the strength difference between humans and other animals is enough that the deer might be able to exert more force than almost all humans in certain contexts, but that is far from sufficient to win a fight. A human with virtually any melee weapon can easily inflict lethal wounds on a deer (rather delicate creatures; they often die in road accidents a human would walk away from) and although a kick from a deer is dangerous, it is far from sure death for a healthy man. Give the human armour as well as a weapon and it's laughable to suggest the deer would be a credible threat.
This assumes a deer panicking and flailing around in an attempt to flee, which is normal behaviour for a cornered deer. I don't think that a weirdly combative deer would actually change things very much though.
>>96018941I'm late but what I meant was that the IQ roll logically includes a ritual. What would you even be failing at on a poor roll?
It would be out of place for any GURPS book (or an anonymous poster on a basket-weaving forum) to rule over the GM, but if we're talking magic spells then any IQ roll should follow the rituals on B237. Moreso if you allow talents to benefit your spells.
>>96019901>without knowingthe player asked for a deal bro. Those -5 are a pact between the GM and the player. You don't lose those points. They were placeholders.
>>96021945>you don't have to spend existing XP to remove a disadvantageOn secret disadvantages you do. But again, the player has to ask for it.
>>96023223maps are great to the players that use them. Having maps also lets you know which players WONT use maps or tokens.
Being in a city doesn't provide anything to the players. Don't add a soup kitchen until it's important, for example. Give them reasons to go there, and if you want multiple locations then add multiple leads they can explore.
>>96025005Chases suck. Use a fixed map centered on the player vehicles and have enemies move around them. Keep track of relative speed and range, or don't. If you're not doing cinematic or a PC is driving, then cap everyone's skills up to the driver's skill. It's reasonable to assume there's always a road for the vehicle to run on and the action to continue, but if a PC is driving then warn him about incoming obstacles and vehicles before they come up.
>>96026259>although a kick from a deer is dangerous, it is far from sure death for a healthy manDon't horses routinely kill people with a single kick to the head? I assume that a deer is approximately as strong as a horse.
>deer are rather delicate creatures; they often die in road accidents a human would walk away fromI don't think that a human pedestrian would walk away from a typical car crash.
>>96024372What's the pre-built characters or what is the point value of the characters they are making? Take the third character and divide them in half, or give them each an additional character with half the points.
>>96026046I have seen average looking dudes defeat kangaroos with their fists. Animals are not that tough dude.
>>96026259>White-tailed deer females average around 150 lbs. which is just about ST 11 in the standard rulesThe General Universal Roleplaying System assumes you are creating a human. 48lbs is absolutely NOT encumbrance 1 for a doe.
>and although a kick from a deer is dangerous, it is far from sure death for a healthy man. Give the human armour as well as a weapon and it's laughable to suggest the deer would be a credible threat.Won't matter a deer should easily be able to knock even a man in full plate on his ass, and start pounding his head, I think you'll find it quite hard to swing your battle axe, while on your ass, dealing with your brain being mushed up against the front of your skull.
>they often die in road accidents a human would walk away fromLong term, because humans have some of the best regeneration abilities in the mammalian word, most things just die from any serious injury, but importantly not instantly. If you beat a guy to death, and you die of an infection you got from a stab wound he gave you, you still won the fight.
>>96026351>I assume that a deer is approximately as strong as a horse....anon a Horse is ten times the mass of a doe. I don't think a 21ST (the actual realistic max strength for a human despite what the book says) human could beat a horse very easily
>>96026576You could pwn a horse with a sword or spear easily. It happened a LOT in ye olde battlefields. Horses are only a threat when they have an armored dude armed to the teeth on top.
>>96026351> I assume that a deer is approximately as strong as a horse.You would be extremely, dramatically wrong
>>96026351>Don't horses routinely kill people with a single kick to the head? I assume that a deer is approximately as strong as a horse.Bro what. Deer are like 100-200 pounds and 3' tall at their shoulders. Horses obviously vary a ton by breed, but even "light" riding horses are usually over 1000 pounds and stand 5' high. They're in an entirely different class, and we're not even talking heavier draft horses which can clock in at 6' at the shoulder and weigh over a literal ton.
>>96026576>Won't matter a deer should easily be able to knock even a man in full plate on his assThat's wrong and stupid. I live in an area with deer. I've had does charge me when they though I was too close to one of their fawns. If you know it's coming it's no harder to avoid getting tipped over than a human tackling you. As for the wrest of your overwrought and edgy sentence, those rules already exist, fighting prone sucks, stop pretending deer are in any way a unique challenge for armor fighters.
>>96026611A peasant with a pitchfork could deal with a deer, anon is either retarded or baiting.
>>96026596>>96026634No a Horse on the battlefield is running full speed at you, you can kill a cavalry man's horse because you are using the Horse's own strength against it. For the same reason a woman can throw a man 1.5-2.5 times her mass over her shoulder if she uses her momentum.
If you and a horse are in a boxing ring, it kicks you and you die.
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>>96026660What part of peasant with a pitchfork did you not understand? Do you not know what a pitchfork is?
>>96026660I actually want to know how you think hunter gatherers with sticks and stones killed deer, bison, and horses. Your hint is that a wild deer won't charge you, it will run away.
>>96026611A deer is faster than a human man. I don't know what to tell you.
>Descriptive language is badOk man.
>>96026689Easy they threw a spear at a deer from LONG RANGE, before following the blood trail to where the deer bled out half an hour after getting hit. Perhaps you need to be reminded of the scenario we are discussing here. In a small confined area, a white-tail doe beats any realistic human with ST 15 or lower, unless that human has a non-muscle powered weapon.
>>96026676A sharp stick that can't go very deep into a creature. What are you hoping it will do? That one out of ten times you might get lucky and hit the deer in the brain or heart killing it instantly?
>>96026752Point go forward. It's that easy! What's the deer gonna do, go forward like the idiotic retarded animal it is and get stabbed?
>>96026752>Can't go very deep into a creatureMy man... what? 10 inches in the vitals is quite bad. You don't need to hit the brain or heart, you stab the little git in its soft, unprotected abdomen, and that's a helluva lot more damage than a kick will do to you.
Deer aren't even great kickers. They basically flail. There's that one gif where a deer squares up to a dude in the dark and just weakly flails its grippers at him.
I am tempted to post vids of people killing boars in close range with a hunting knife to prove this faggot baiter wrong. Jannies, stop sleeping and do your job.
Putting together a monster encounter for my campaign. For context, the PCs are normal humans, TL 8 but they don't have access to firearms or bombs or non-muscle-powered weapons. Nor do they have ST >15. Thinking about throwing one of these at them and seeing how they deal with it. What do you think? Too much? A blatant party wipe? I'm not sure but it feels like I'm going too hard.
keks
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>>96026805The deer bleeding out minutes or hours after it has already beat you to death isn't a win.
>>96026762Ever swung or thrown something at an animal? You notice how they don't want to be hit by it? Animals don't know what "holding an object is" but they do know what a protruding defensive body structure is.
>>96026806>Anything I don't like is trolling
I can't believe we are having the GURPS version of the 100 men vs 1 gorilla discussion.
https://www.youtube.com/watch?v=jM3DYhgZ9TU
>>96026893Idk why some people think humans are uniquely fragile, or that every other animal on Earth is a kaiju.
>>96026911People that have never been with an animal (pets included) in their fucking life. Otherwise I don't fucking know.
>>96026351>Don't horses routinely kill people with a single kick to the head?Horses are much bigger and much better at kicking. On the other hand, a horse can kill you with a kick to the torso, so in theory a deer kick to the head could fuck you up. Deer aren't going to actually kick you in the head reliably though, while almost any hit from an armed man will end a deer.
>>96026351>I don't think that a human pedestrian would walk away from a typical car crash.At 20 mph, a human can absolutely just pick themselves up and be basically fine unless they were really unlucky and landed badly. I've been hit be a bus about that speed and it wasn't pleasant, but I was ready to stand up immediately (until people stopped me until the ambulance arrived), and I walked out of the hospital a few hours later. But deer typically go straight into shock and die from such low-velocity collisions. They are stupidly delicate.
>>96026576>The General Universal Roleplaying System assumes you are creating a human.No, it doesn't.
>>96026576>most things just die from any serious injury, but importantly not instantly.Deer die quick. They are very prone to shock.
>>96026576>I don't think a 21ST (the actual realistic max strength for a human despite what the book says) human could beat a horse very easilyThe fact that such a character could beat a horse quite easily should indicate that they aren't remotely realistic. A ST 21 guy could wrestle lions, bears, and gorillas. Anything above about 15 is probably cinematic or mythical (but still possible for 'normal' humans is ridiculous pulp novels and comics).
>>96026911>>96026923>>96026893A gorilla would die to 100 men, or 10 men probably, two maybe three if you gave the men muscle powered weapons
>Just a knife>Four dogs larger than a Pitbull and an another man grappling it>The Struggle takes over 30 seconds after the man first stabs the BoarHe didn't actually do the video title because he would be dead 99/100 times.
Though I'll amend my statement, if there were six men 8 ST or above (or four dogs (larger than pitbull) and two men) and one of them had a knife they would kill a white tail doe in close quarters easily.
>>96026973>No, it doesn't.It does though? 10 are average for a human, the weight/height to ST chart is only correct for humans, the default hit location table is based of a human, by default all creatures have two legs, two arms with fine manipulators and one head, like a human. The Skull has DR befitting a human by default.
>>96026973I think Eddie Hall or any roided up strongman has to be like 17-18 ST in their prime tho.
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>>96026893>>96026980>>96026923>>96026911You can see the knife in the bottom left hand corner, it hasn't been into the Boar yet. You can see the three hunting dogs holding the Boars head in place, and a dog latched onto it's side, and a second human holding its legs.
You first see the Boar at ~7:30, the Boar is first stabbed at 7:43, he then stabs it several times in the soft under belly, towards the Organs. The Boar dies less than ten seconds later at 7:51, I was wrong when I said
>>96026980 30 seconds, that's just the dogs moving the corpse, that tricked me. I was wrong, but I don't know how ANYONE acting in good faith could call that video an accurate depiction of how a single human with a knife fairs in a fight with an animal, or how this is an appropriate example to design a boars stats off of. I have to assume he assumed nobody would bother fact checking the source he provided, liar liar pants on fire.
Bad data in bad character sheets out.
>>96027053>>96026973Book says humans can't have Lifting Strength outside of cinematic games. Eddie Halls has an ST of 20, based on how Basic Lift is calculated, when you put Eddie's feats up against that, he needs to have 20ST base, because he can't have lifting strength. I said 21 was the absolute limit, because there is no way there are people who are going to go substantially beyond current human feats, while leaving room that the record could increase. The book is wrong because it just vaguely gestures at "beyond" 20, when even 22 is completely unbelievable.
>The fact that such a character could beat a horse quite easilyThat's the opposite of what I said.
>>96026280>any IQ roll should follow the rituals on B237That's never been the case for sorcery. Or any "magic as advantage" system. The Rituals on b237 only apply to basic magic. For proof, while I require all my spells to have IQ rolls, sorcery already has a few spells that require rolls and they have nothing about rituals.
Furthermore, the b237 rituals are about skill checks, while sorcery IQ rolls are usually about IQ ONLY, further-furthermore, the rituals require variable timings (as in, spells taking more than one second) and that does not make sense for sorcery.
>>96026280>>96021945>To be fair, you don't have to spend existing XP to remove a disadvantage? What about "Buying Off Disadvantages"? Isn't that the only way to remove a disadvantage? Like if you start lame, and then find magic or some cyberware that heals you, you have to spend points on it, don't you?
Either way, my problem with the idea of spending points on removing disadvantages is that you are gimping yourself on any campaign that has a limited disadvantage max. It's also very logically backwards to punish the player for solving a problem.
>>96027382My problem with it is that it's way too meta. Like, you find someone to cast "spell of greater restore spinal cord" on you, but it just... doesn't work because you don't have 30 points spare? Points aren't an in-universe thing, I don't see why they should take priority over what happens in game.
>>96027395Yeah, you explained this better than I could, I agree with you on this.
>>96027382>my problem with the idea of spending points on removing disadvantages is that you are gimping yourself on any campaign that has a limited disadvantage max. I'm not seeing it. You spending points to negate an advantage is the same, points-for-value-wise, as someone else keeping their disads but using their points to buy/improve advantages. Unless the GM just doesn't make disadvantages come up in play, in which case you shouldn't be too worried about removing them.
Let's examine a scenario:
>GM starts a campaign, characters are 150 XP with -50 XP Disad limit>Player A spends all 150 of his points, takes no disads>Player B spends 150 points, takes -20 points of disads that he then spends>Player C spends 150 points, takes -50 points of disads that he then spends>eventually the GM awards them all 10 XP>Player A increases his ST, is now a 160pt character (150+10)>Player B buys off a 10pt disad, is now a 160pt character (170-10)>Player C keeps their disads, improves some skills, is now a 160pt character (150+60-50)None of these characters end up 'gimped', again unless disads are actually irrelevant, but if that's the case they shouldn't be worth points to begin with.
All this having been said, you don't have to spend XP to get rid of a disadvantage, like I said. You can, with GM permission and suitable cause in-character, replace it with a different disadvantage of equal value. A lost eye gets replaced with a cybernetic, but now you have a Duty to the group that financed it. A cleric cures you of your Lifebane curse, but only on condition of your taking a Vow to uphold the faith. Et cetera, and so forth.
>>96027470>>Player A spends all 150 of his points, takes no disadsthis player just made a character with 50 points less than everyone else, his characters is 100% gimped.
> replace it with a different disadvantage of equal value>Congrats timmy, after this long quest, one of the rewards is that the wizard of life and destiny is going to replace your lost leg! >Oh, you spent your points on getting combat reflexes? Well, enjoy this other equally crippling penalty!Absolutely retarded.
For me, if my character has a secret and the GM builds that up over time and it finally comes to some sort of conclusion, being forced to take some other equal penalty feels kind of shit. It would be one thing if the GM worked that into the whole affair in a natural way but that's not a guarantee.
Points should be ignored past character creation. In fact if you are playing with a good enligh group, points shouldn't be used at all.
When you're running otherwise realistic games do you allow brown or black characters to buy IQ above 11, or do you try to stick with strict realism?
I love GURPs because I can customize it just like I customize my gender. One day I feel feminine (cinematic), another day I feel masculine (realistic). It's a real generic genre-fluid system for all the pride allies
>>96028323>>96028359>>96028366I like ice cream! How much does ice cream cost in gurps bucks?
I think a female white tail deer would seduce any human <16 Will in close quarters unless that human is gay, a woman or has some sort of other defect with their brains.
>>96028802>unless that human is gay, a woman or has some sort of other defect with their brains.could've left out gays and women, as they are a subset of the latter
>>96028852So are you apparently? Can you define "other" for me? I think most people learn that word before 1st grade.
>>96028920I'm an illiterate retard, disregard me
/k/ please go and stay go
>>96029022Deer pussy is old /k/, modern /k/ is all ukranian astroturfed gore threads
>>96029056must everything get worse and worse?
>>96029098Until the vile verminous jew race is exterminated, yes.
>>96027569>this player just made a character with 50 points less than everyone else, his characters is 100% gimped.Ah we're going with the "Disadvantages don't matter it's free points" approach. My condolences on your terrible GM, but if you're playing the game wrong no wonder the rules don't comport.
>>96027569>get XP as part of quest reward>choose not to spend it on removing One Leg>mad that you either keep the lost leg or end up with a different disadYou make your own problems, but also like, if the GM really wants to he can just... have your leg healed. If he finds it particularly odious to have to pay points for it, he can ignore that rule. He's the GM. The reasons you've given have been pretty shit as to why it shouldn't be a rule, though, since the argument boils down to the notion that disads don't actually matter and so a character with fewer disads isn't in any way weaker than the same character but with extra disads.
I guess it's been forever since I've read the part where this all is covered, but I've seen it claimed dozens of times in GURPS threads that you don't get your points back for losing a limb in combat, unless people are just lying regularly. Why can in game actions give you a disadvantage with the point balance being maintained, but an in game action ABSOLUTELY MAY NEVER get rid of a disadvantage, or give an advantage without costing points?
Because you put your hand on ice immediately, we can reattach it, of course however, everything has a price... we can take away your depth perception, or give you Phantom Voices (diabolical), or trade in one hand for one eye?
Money? No, all hospitals work on karmic retribution, the rules don't allow world where doctors accept pay for work, or where doctors are paid by the government to do work, or where doctors will work put of the kindness of their hearts. Only karmic forces beyond our world for the GENERAL UNIVERSAL roleplaying system.
>>96029151>>96029221>Start with -75 points in physical disadvantages in a fantasy game>Get some spells cast in the first 10 minutes of the first session, you're fully recovered and they're all gone>Your point total is now 75 points higher than your fellow party membersGee maybe there's a reason that the game uses points the way it does.
Also, for those of you out there that aren't retarded you can (gasp) ignore tracking points for some things if you dislike that in your game. There are even books that give you permission to do this, like Transhuman Space! It's almost like GURPS is meant to be tweaked to best fit your ideal campaign, and throwing a tantrum on 4chan over something you don't like just makes you look like a dipshit that needs to kill themselves.
>>96029462If only GURPS had the ability to have alternative rules in the rule books that replace other rules.
>>96027410As a gm, I generally require players to buy off disads they started with. If they acquire Lame through wounds they get during combat in a session I don't need them to spend points to buy it off if they heal it.
But usually I let them go into point debt, that is even if they don't have the points to buy it off they can't spend cp they accumulate on anything else until they have paid off the 30 from Lame.
What do you guys think of a seaplane campaign ala tailspin, sans the furry shit?
>>96029123>"Disadvantages don't matter it's free points"disadvantages do matter, AND they're still points.
The two are not mutually exclusive.
>get rewarded>choose not to spend it on removing One Leg>mad that you either keep the lost leg or end up with a different disadXP is not an in-universe thing. Your character having learned how to shoot better shouldn't stop him from having his leg magically healed. Do you not see how silly it is?
>but the gm can justThought-terminating clichรฉ. The point of /tg/ is to discuss things, any GM can do whatever they want, doesn't mean we can't talk about it.
>>96029462the more simple solution is to make it so you can't start with easily solvable disadvantages
I mean why is your character in a wheelchair in a setting where regeneration magic is easily accessible?
I have no issue with giving points for something that would require a lot of money to solve, since getting money would be part of the adventure, and by buying a new limb you're not getting that shiny sword of DR divisor 2
>throwing a tantrumHey look, another attempt at terminating discussion! "You're mad about it so we should stop this discussion conveniently after my last post on it"
>>96030785>>96030796>terminating discussionPeople are trying to terminate the discussion because the โdiscussionโ is just you being an idiot. No one owes you a serious debate just because youโre being loudly wrong in a public area.
Youโre acting like those lunatics that are constantly going โjust debate me bro, what are you scared of free exchange of ideasโ over shit like Earth being flat or the existence of jewish weather-controlling satellites. Thereโs nothing wrong with just calling a moron a moron and moving on, no matter how much you cry about stifling debate or terminating discussion.
>>96031272You can just not reply. Furthermore, you're doing that thing where you conflate every single person in a thread as a single target so you can dismiss it.
There's been at least 4 other posters besides me talking about it, on both sides of the argument, and they're all able to talk about it without demanding the other side to shut up.
Why do you want to go back to talking about wanting to fuck deer? <- this is an example of someone trying to dismiss the other side by accusing them of being animal fuckers.
>>96030785>XP is not an in-universe thing. Your character having learned how to shoot better shouldn't stop him from having his leg magically healed."Gee I would love to not be Lame/One-Legged, but I'd really rather just shoot stuff better instead. Can't I just like, get free points instead GM?"
I will however direct your attention to "Traits Acquired in Play" (B291). Just as the GM can give you a free advantage at no point cost to you, so can he remove a disadvantage at no point cost to you. And this isn't just "well the GM can ignore the rules" but something that's actually in the rulebook, so no sense whining about thought-termination.
I do disagree with that sidebar on one point, though. If a PC doesn't receive points for a Disad gained in play (as they shouldn't), I'm much more lenient about them getting rid of it in-play without likewise spending points.
Of course, if the GM were to clear off one of your starting disads without your spending points, I would hope he's also rewarding the other players suitably since I'm not a fan of uneven character point values. But that's easily enough arranged. If you've saved the cathedral and the high priest rewards Player C by curing his Lame leg, then Player A might get some kind of enchanted sword, and Player B might gain a Contact Group (the Church in Question).
>>96031757>Of course, if the GM were to clear off one of your starting disads without your spending points, I would hope he's also rewarding the other players suitably since I'm not a fan of uneven character point values. But that's easily enough arranged. If you've saved the cathedral and the high priest rewards Player C by curing his Lame leg, then Player A might get some kind of enchanted sword, and Player B might gain a Contact Group (the Church in Question).I can agree with that.
>Just as the GM can give you a free advantage at no point cost to you, so can he remove a disadvantage at no point cost to you. >I do disagree with that sidebar on one point, though. If a PC doesn't receive points for a Disad gained in play (as they shouldn't), I'm much more lenient about them getting rid of it in-play without likewise spending points. Yes, that is my thought on it as well, that's the part I disagreed with.
>>96031774>Yes, that is my thought on it as well, that's the part I disagreed with.I see. Since all the previous examples were about Starting Disadvantages, that's what I've been going off of - I have a very different tolerance for "curing" disads free of charge when the player starts with them and gets points than if an unfortunate incident gives them a disad in play for no points. The latter is just part of the narrative flow. The former is rank cheesery.
I've always refunded new disadvantages. Otherwise, what's the point of having a points system?
>>96031900>cut out eye>invest my 15 points into market analysis and economics >strike it big in crypto>now have to buy Wealth>fuck.jpg>cut off left hand for the points Worth it
>>96031900To stop man-children from complaining about playing favorites. It only makes the game worse.
Bundle of Holding is currently offering two GURPS bundles.
>GURPS 4E Essentials
>https://bundleofholding.com/presents/July2025GURPS
>Pyramid 1
>https://bundleofholding.com/presents/Pyramid1
Apparently, another one will start in a couple of days.
is grups biotech any good?
>>96032960I've read it and I don't understand why it exists. There's no gameable material on it, nothing that you couldn't just do it on basic.
Like why bother reading about how engineering someone with Extended Lifespan can be done at TL9 and costs 1 point when you can just make your character however you want and then say he was genetically engineered?
Why does "gurps casey and andy" exist
I have some friends who are interested in tabletop. It's been a few years for me. I've started looking into gurps again, watching that gurps intro playlist on youtube. I like what I'm hearing so far.
>>96033172Got any ideas for settings you'd like to play with GURPS?
>>96033202Just a bunch of fragmented thoughts. A fairly low fantasy, perhaps low magic, medieval/rennaisance temperate region with a few sovereignities, like a feudal system and perhaps some merchant city-states.
>>96028323Actual GURPS racists understand bell curve distributions.
>>96032960Worth it for the vignettes alone.
>>96033226That'd work pretty well in GURPS.
>>96033226Are you a fat tittied elves enjoyer or do you not consider those acceptable in low fantasy
>>96027395>it just... doesn't work because you don't have 30 points spare?That's retarded. What actually happens is that you go into point debt. Your X points character becomes an X+30 points character, and the next 30 points you would earn instead go towards paying off the disadvantage you lost.
Or you know, the DM just increases your point total and continues the game as usual.
>>96027569>this player just made a character with 50 points less than everyone else, his characters is 100% gimped.No. He made a character that does not have -50 point worth of disadvantages hindering him. In a broad sense, he should be about as capable as a character that took those disadvantages to have points to enhance other traits.
>>96033979>In a broad sense, he should be about as capable as a character that took those disadvantages to have points to enhance other traits.But he isn't because that isn't how gurps works. There's a reason "disadvantage limits" are a thing.
So, I know there are unarmed grappling techniques that inflict Swing damage like Neck Snap and Wrench Limb, but are there any unarmed striking techniques that inflict Swing damage?
Are there actually testicle crushing mechanics or is it just a meme?
>>96034149>The 6D year old GURPSerI forget this heading exists and end up laughing at it every time.
>>96034147I'm afraid not. If you can't grapple, Sw damage is the sovereign domain of Weapon attacks, since even techniques like Backbreaker/Wrench spine first require you to grapple the enemy before executing them.
>>96034161Whenever I make a Sorcerer, I like to make a Testicular Torsion spell by taking Telekinesis and adding One Task "Testicle Grab only".
Affliction with Agony and Accessibility "Only on males" also gets the same job done, but using the actual Testicle Grab technique is way funnier.
>>96027053>I think Eddie Hall or any roided up strongman has to be like 17-18 ST in their prime tho.>>96027324>Eddie Halls has an ST of 20, based on how Basic Lift is calculated, when you put Eddie's feats up against that, he needs to have 20ST baseEddie Hall can deadlift 1100 lbs. A typical reasonably healthy untrained guy can easily deadlift more than 25% of that (275 lbs.) so Eddie has at most 4 times normal lift, or double normal ST. Realistically, I thi11nk a ST 10 normie could go to 300 lbs. without much trouble, which pulls Eddie down to 3.67 times normal lift or ST 19.
But that assumes that Eddie has no Lifting skill! As one of the greatest weightlifters in the world he should of course have it at very high levels. A mere MoS of 6 allows for 30% extra lift, bringing required ST down to 17.
Using Extra Effort, Eddie could be getting 50% more lifting power (ST 16) easily, and possibly as much as 100% extra (ST 14). This suggests that his true (lifting) ST is probably around 15 with a Lifting skill in the high teens (allowing rolls at -6 to succeed somewhat reliably). This is roughly consistent with a mass-based ST calculation (which would give him ST 14) plus the Special Exercises perk granting access to +1 Lifting ST.
This seems to be about what I would expect when comparing him to the animals in the basic set. He might be able to match a chimp or black bear, would struggle to restrain a donkey or large boar, and stand no chance against a gorilla, brown bear, horse, etc.
>>96034287hmm
I thought extra effort rules were cinematic
>>96033040Not so fast, anon!
>>96034591who is playing multigenerational games and rolling to see if their kids inherit their genemods
because I want in
>>96034639Degenerates like myself in my dreams
>>96034675if your kids turn into allies, do you still have to pay for their genemods in points even after you spent money to pay for them to get those genemods?
>>96034695Uuuuuhhh I don't think even Bio-Tech can answer that
But Bio-Tech is teh sex and I will fight anyone who doesn't think it's a top 5 GURPS book
>>96034799It's a cool book
I just doubt anyone has ever used it in a game.
>>96034831Depends on what you consider using it
There are biomods that are unique to it - just don't remember if anyone took any of them the last time we played THS
>>96034591Making note of this in case I ever run a Fire Emblem campaign.
Presumably once GURPS Guns releases I'll be able to become a gun autist. Very excited for that.
>>96035427Pulver already said it ain't a splat for building guns
>>96035899What is it then?
I want to use tally/threshold for my sorcery spells, but I want tally to only recover once the character does a ritual in a consecrated temple.
What sort of limitations or disadvantages can I pick to get that effect?
>>96035965It's a translation guide from real world terms to GURPS terms for guns
>>96016021 (OP)One day I'll be able to fight off my tard nature to figure out where in the file extension the links to the books are
>>96035976Slower Magical Recovery 4 [-40%] means you don't recover Tally at all normally. Being able to recover tally only at consecrated sites would probably make it [-30%], assuming it still takes 8 tally per day rather than being a total and instantaneous recovery.
>>96036179I guess this works. I certainly can't find anything better, thanks.
>>96033157The best time travel guidelines and rules appearing in any ttrpg medium. Believe it or not. The irony is not lost on me.
>>96034414For certain combat uses, arguably. But IRL there are anecdotes about people being able to pull off impressive feats when fueled by adrenaline and desperation (moms lifting cars to save their kids is the ur example of this), and a quick google shows that these phenomenon haven't been disproved yet, so I'm willing to let it slide in a realistic game.
>>96036004What do we even need that for when you can build gameable estimates by extrapolating from HT/TS/other gun splat guns
>>96017878The cheat card is thus:
* Ignore hit locations, those are optional rules.
* Ignore facing, that's an optional system which really does not add anything mechanical while overcomplicating and bogging down combat with several completely unnecessary rolls which all boils down to basically PF1e's Flanking (which in GURPS is just a penalty of 2 on the victim's offense and defense checks). Ignore
* Do not allow your players to spend more than 30% of their total character point budget on their base attributes. Ever.
* The Speed/Range table basically just boils down to a penalty of 1 for every 2 yards away that a target is from the attacker, and you should use this for range penalties on spells. Completely ignore what the Magic book says about range penalties. If you're engaged in combat at distances of a mile or more, that's a scenario completely unrelated to normal people and thus you should re-calibrate everything to suit the capabilities of high tech machines instead (which just boils down to changing the unit of measurement from yards to what the fuck ever).
Done. Let me know if you have questions.
>>96026259The abstraction of ST relating to hit points should not be misconstrued to imply that a deer is actually durable. The correct thing to do is to sell off some of those hit points to correct for the inaccurate increase that ST 11 would give. Being able to carry shit because you're a quadruped doesn't mean you're more resistant to being stabbed or crushed by a car.
>>96037926Most retarded take I have seen in a while.
1) Hit locations is what makes GURPS GURPPS. If you want to play DnD type bag of hitpoints game, then play that instead.
2) Ditto. Same as above.
3) 250 point game, no more than DX 12? Retarded much? Just set normal limits for normal games. Around 14 as a cap for base attributes. What you should do is disallow Giantism [0], so munchkins could take ST at 9 per point and then ignore the fact their armor and stuff should cost double.
4) Haven't delved too deep into that one.
>>96038205>Around 14 as a cap for base attributes.NTA but isn't 14 pretty damn high?
>>96037926I can't imagine playing Gurps without facing and hit locations. Why would you want to dumb down the game this much.
>>96037926This is why you should gatekeep the hobby
>>96037926This is such a bad take it has to be malicious sabotage.
Hit locations and facing are the best part of gurps combat, not to mention he doesn't even understand how it works (just a -2 forgetting that attacks from behind get no defense)
>wants anon to GM for a team of retards with 11dx>doesn't understand how range penalties matter
>>96038229For normal humans, which its why it a reasonable cap.
The reality is that in practice DX only gets annoyingly high when it gets to 16, which is the breakpoint where a -5 default attempt becomes reliable to try, making the character hypercompetent at everything.
>>96036122In case this isn't a joke: that text has been mistakenly copied from the previous version of the OP (from before the big hack, when PDF files could be attached to posts), where the OP PDF was always posted attached to the first post. It was a common error to assume it was simply an image and fail to read it, thus missing the information needed to find the archive. Now you need to go to the address in the OP to get to the PDF, from which you can find what you need.
>>96037092Eddie Hall mentions having to do some crazy psychological exercises in order to fully activate his muscles by making himself feel that his family is in danger. Not sure whether the massive boost granted by the extra effort rules is strictly realistic, but there's certainly some level of deep panic / rage needed to get every last bit of power out of human muscles.
>>96037092>But IRL there are anecdotes about people being able to pull off impressive feats when fueled by adrenaline and desperation (moms lifting cars to save their kids is the ur example of this), and a quick google shows that these phenomenon haven't been disproved yet...Still anecdotal, but working on a psych ward you see crazy people sometimes do scary feats of strength while in a psychotic state. Had a little old lady recently break her own arm by picking up a chest of drawers one-handed and throwing it at staff. She didn't hit the arm on anything, just put so much muscle power into it that the top of her humerus fractured from the strain.
>>96038914Psychward Anon, you continue to be a font of relevant information, glad to have you here.
>>96038205>>96038297Itโs not dumbing down per se thatโs the issueโIโm a strong advocate for people playing how they want to play, even if itโs not to my tasteโbut removing hit locations and facing in one fell swoop actively destroys the balance of combat. GURPS doesnโt have opportunity attacks to dissuade combatants from ignoring frontline fighters in favor of squishy backliners; instead, the facing rules mean leaving your back exposed to warriors if you blitz past. Similarly, hit locations exist to let agile-but-weaker fighters keep up with beefcakes, by letting them put their fewer dice of damage towards more vulnerable areas. Without those rules, thereโs no meaningful backline and ST is the sole source of combat efficacy. So many previously-viable concepts are neutered by removing hit location and facing.
>>96038495Yeah you should either cap attributes, or use the Pyramid article that changes attribute defaults to (Attribute/2)+X.
>>96039548>the Pyramid article that changes attribute defaults to (Attribute/2)+X.which is this, sounds cool.
>>96037926>and bogging down combat with several completely unnecessary rollsI know we're all dunking on this one retard (who, at any moment now will come back with one of those copes about how many people quoting him means he's right), but what the fuck did he mean by this?
What "rolls" does facing even add? You don't roll anything extra when using facing rules.
>>96039572'By Default' by Doug Cole, Pyramid volume 3 issue 65 'Alternate GURPS III'.
>>96040038It's way too complex. Changing the cost of improving skills (and effectively making everything you do more expensive) is such a huge change in the system that it makes using this completely impractical. Literally every single template has to be adjusted, not to mention the attribute balance change so much (DX is now worthless), it might as well be a GURPS 4.5
>>96034147You could homebrew a spinning kick or a spinning back fist, typical MMA shit.
>>96040270>DX is worthlessWut? DX still a powerhouse of an attribute even with it in effect and the whole point of the article is to rebalance attributes so skill levels play a bigger part in the game.
>>96040270If you simply use it to calculate defaults from attributes, it works fine. It only causes problems when you change the way purchased skills work.
>>96040778Ok if you just go
>no points? Stat/2+X-5>1 point? Rules as normalthat works fine. It's the change in point costs for skills that really make no sense.
Is there a GURPs superheroes or something like that?
>>96041355Yes, GURPS Supers.
GURPSgen, I've got GM's/writer's block and need a plot. Can you help me out?
I'm running a military SF game (TL 9 with FTL, artificial gravity, torch drives... and that's about it for super-science) and need a one-session mission to bridge the gap to the next big one. The PCs nation is at war with another human one, who use a mix of conventional forces and sponsored insurgencies. The enemy forces are supplying a new combat drug to their insurgents and I need to PCs to become aware of it during the mission.
PCs resources are about 10 infantry (mostly PCs) and a small (planetary-landing capable) spacecraft (with NPC crew). They have a lot of firepower and are easily capable of dealing with lots of insurgents if they have to, but I'd rather not bog things down in combat if it adds nothing to the story.
My basic idea was that the mission would be something along the lines of 'intelligence says the enemy are dropping off weapons to the insurgents, go intercept the delivery' and then have them find lots of capsules of this new drug, but that seems kind of over-simple with no opportunity for social stuff, moral dilemmas, role-playing, investigation, and what have you. How can I spice things up without resorting to 'drug crazed yahoos suicide charge at you, repeatedly'?
>>96041579Do the PCs already know that the insurgents are proxies of the enemy state? If not, you could have it be pitched as random acts of terrorism and piracy that only later through investigation are revealed to be connected to a funding/supply network from the Enemy.
If they already know that, don't make the challenge killing the insurgents. Make the challenge finding and stopping them. Like, for instance, the Enemy is testing out its new drugs for side effects, and via its insurgent proxies is doing "field testing" by spiking water supplies in rural settlements or disseminating/lacing the drug in urban settlements. The insurgents themselves aren't a direct military threat, but they're endangering the security and coherence of these border settlements by turning normal citizens into drug-mad psychos. And you can't bring a full military escort to bear against a lone psycho in a crowded urban area, so the problem can't be solved through direct violence.
>>96041740It's fairly obvious who is supplying the insurgents, although the enemy do try and maintain a little 'plausible deniability' so that the more extreme war-crimes can't be attributed directly to them.
I do like the general idea of having to manage the mess in an environment with too many civilian bystanders, but if the plot isn't fairly tight it risks the problem with most counter-insurgency operations; getting tied up in a no-win scenario for far too long while flailing around ineffectively. I want the whole thing to be resolved in one 4-5 hour game, so there needs to be a fairly tight schedule of figuring things out and a clear finale which will resolve the situation one way or another.
>>96042333>but if the plot isn't fairly tight it risks the problem with most counter-insurgency operations;Restrict the scope then to a single medium- to large-sized city. Only one enemy insurgent cell required, rather than having to race around from town to town trying to put out fires after they're started.
>>96042333>>96042363Or why not have them use refugees as mules (and they really don't want to get caught)
You could confine the action to, say, one refugee camp
So how do I, uh, run Stealth as a GM?
Do I have the player roll Stealth only once per encounter? Every second in combat? Any time I feel like it?
Is Stealth contested by Vision or Hearing or both? The way I understand it, I'm supposed to have the observer make a Vision roll, and if that fails, then make a Hearing roll. So there are three different possible results: (1) seen, (2) heard but not seen, and (3) totally undetected.
Also, what is the "Hearing Distance" for a successful Stealth roll? I've been running it as something like 1 yard, doubled per margin of victory on the Hearing roll, halved per margin of victory on the Stealth roll.
>>96042993Check this out
>https://forums.sjgames.com/showpost.php?p=1329938&postcount=8
>>96042993>Any time I feel like it?I like it this way. Usually that means 1 roll for either full move or one step, depending on what's going on. Usually it's closer to full move though since most situations doing anything less would mean stealthing takes six million turns.
>>96038890Training for strength isnt just muscle mass, but training your nervous system to fire hard as fuck and contract every single fibre as fast and hard as possible. That's why bodybuilders can be more muscular and heavier than many strongmen or powerlifters yet still not be able to lift as much. You look at a guy like Mitchell Hooper and you compare him to Ronnie Coleman and you would think Ronnie was stronger, but he probably wasn't. Mind you, that Ronnie was particularly strong for bodybuilder standards too.
Where can I find the rules for these ally modifiers?
>Adjustable
>Small Class
>Cannot provide information,
>Can be split among many creatures
I am looking at an animate dead some from eggplant
I want my super to have a hideout like the batcave, but I don't know how to express this in GURPS terms.
Do I just use wealth and/or status?
Do I actually spend money on it?
Is it a specific advantage I missed?
Supers has a few options for buying hideouts with points. One point gets you a Status-2 equivalent or a single small room in a normal building, 2 points gets Status-1 equivalent e.g. a whole (if small) apartment, 3 gets Status 0, and after that you pay 5 points per level of effective Status of your hideout. You can take an enhancement if your hideout has some unique feature outside of the norm, like supertech defenses or magical warding. Alternatively, you can take a one-point Perk that gives you a hideout three levels below your own status; for not!Batmen with high Status, this is a significantly cheaper way of getting nice digs.
You could use High-Tech Buildings (Pyramid #3/96) if you desire a cash cost instead of points. There's also What's in a Lair (Pyramid #3/86), which is more abstract than HTB and may work better for people that don't already have a square footage in mind. Lastly, there's the advice from Alternative Spaceships (Pyramid #3/34) where you just build a "ship" with limited life support and no engines and use that as your building. Any of these could work, depending on what you're looking for.
>>96047143Thanks! I'm trying to build a magic tower for a modern necromancer. The main thing is to have an alchemy lab and be accessible from any door if you have the right key.
I'll check the pyramid article. If that fails I guess I'll try the one supers one and just fudge it through status and the enhancement.
>>96047181Honestly, for more "out there" designs I think buildings-as-immobile-ships might work best for cash options. It's abstract enough that you can take a few Habitat systems and designate them as Labs, but for Thaumatology or Alchemy rather than Physics or Biology. There's also Cargo for bodies, Cells for experiments, Magical Powerplants for various high-power systems, etc.
>>96047242Good point, I think that does work better now that I've read a bit of the pyramid articles
What do players usually do when making characters at high tech levels and seeing that 20k starting cash?
I vaguely recall something about an optional "you can only spend X% in starting gear" but what about the rest? Does it just lies there? Does the PC buy a home or something?
>>96047922Yes, you either start with 20% of starting cash and "background wealth", so for example a house, a car, a wardrobe, an attic, etc. Or you start with 100% of your starting cash.
As for ways to spend it, good quality weapons, armor and ammo quickly get expensive. Alternatively if you don't focus on weapons good quality utility equipment is also expensive.
As announced, Bundle of Holding dropped yet another GURPS bundle
>Pyramid 2
>https://bundleofholding.com/presents/Pyramid2
>>96016021 (OP)Is GURPs the best 3d6 system to run a near future modern game in?
I want stealth but the stealth rules I read were kinda meh
HAPPENING, GET IN HERE, et cetera. Eric Flint may be dead, but GURPS Ring of Fire isn't!
https://whswhs.livejournal.com/398266.html
https://forums.sjgames.com/showthread.php?t=204203
>>96046673Adjustable is from Pyramid 3-105, "Cinematic Magic, page 9. "Small Class" I assume refers to the scope of the Adjustable enhancement. AKA, the small class from which allies may be conjured is Lesser Undead. Cannot provide info/can be split are likely a custom enhancement and limitation invented by Eggplant.
>>96046938What you want is under "Headquarters" in GURPS Supers, page 85. A hideout as secure and hard-to-access as the Batcave would probably mandate the +100% cost for Special Abilities/locati- oh this guy already responded but doesn't know how to reply
>>96047143 alright carry on then.
>>9604792220k vanishes quickly if you're buying armor, weapons and transportation. You'd be surprised. That besides relevant tool kits for your noncombat skills are handy to have, and pretty much everyone can benefit from things like medical supplies, flashlight, et cetera.
>>96048881Certainly it is.
>I want stealth but the stealth rules I read were kinda mehLike a lot of systems, stealth tends to be "all or nothing" in GURPS. I like the slightly more engaging houserules explained here
>>96043153>>96048939Sounds interesting. I've never even heard of the Ring of Fire series, let alone read it, so I don't know if this is something I should be on the lookout for.
>>96049195>I've never even heard of the Ring of Fire seriestl;dr: A random town in modern West Virginia gets randomly isekaied to Germany in the middle of the Thirty Years' War. Wacky hijinks ensue.
The series is notable, not just for its popularity, but also because the author allowed fans to publish their fanfiction as official, canonical parts of the series in a magazine called the Grantville Gazette--kind of like Pyramid--and even as full-fledged novels. (Apparently, after the author's death in 2022, the Grantville Gazette was reconstituted as 1632 and Beyond. https://1632magazine.com/faq/ )
>>96049250I should clarify that, having read the first book in the series (1632) and not particularly enjoyed, I'm not really a fan of the books themselves. I prefer alternate-history books when they take a wide view--e. g., The Shape of Things to Come, Look to the West, and For Want of a Nail--rather than focusing on individual characters that I don't give a shit about. However, I do greatly appreciate Flint's fan-friendly publishing strategy (as well as his choice to publish with the DRM-free publisher Baen Books), and I expect that GURPS Ring of Fire, since it necessarily will take a high-level view of the entire setting (just like the Infinite Worlds books), will be a lot more interesting than the actual Ring of Fire novels.
>>96049250>the author allowed fans to publish their fanfiction as official, canonical parts of the series in a magazine called the Grantville Gazette--kind of like Pyramid--and even as full-fledged novels.Based?
>>96048939>Ring of Fire comes out before Vehicles 4e
>>96049195>Adjustable is from Pyramid 3-105, "Cinematic Magic, page 9. "Small Class" I assume refers to the scope of the Adjustable enhancement. AKA, the small class from which allies may be conjured is Lesser Undead. Cannot provide info/can be split are likely a custom enhancement and limitation invented by Eggplant.Thanks!
read
md5: fc3b94746cc299ad3c13ba4cc3166800
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>>96026841>16 points in Brawling>16 points in POWER BLOWlmaooo
>>96037941Saying that anything 150 lbs has a strength of 11 is definitely not the more pressing issue.
Thankfully GURPS was written by competent people.
https://www.youtube.com/watch?v=_JKJ48mC45I
>>96038890It wasn't a joke but now I know I couldn't get to it because the website has been down for 660 days
>>96026841https://www.youtube.com/watch?v=pxEV1A5mTYM
>>96016021 (OP)I tried to make a thread specifically about this, but got no traction, so I'll try it here. Anybody ever play a Street Samurai? And, if so. How you'd run him? Obviously only talking about GURPS in this case.
>>96051757Well, I did play a person that had a katana and a pistol, does that count? It was a modern campaign not cyberpunk though.
It was pretty fun, popping a cap in a dudes ass and then cutting the neck of some other dude felt great.
Honestly I'm not sure what a street samurai is beyond being a combat focused character in a cyberpunk campaign.
>>96051757Like Shadowrun? I'm more familiar with Cyberpunk. Pretty sure street samurai are like solos. So like ST 14+ DX 12-14, focus more on heavy weapons, and direct confrontations.
>>96051757I made one for a cyberpunk esque campaign recently, he had a lot of cybernetic limbs that gave bonus striking strength and a monokatana. As you would expect for a melee user, he got shot with an assault rifle in the torso and died. Generally "Street Samurai" in Cyberpunk just translates to mercenary, and tl9 mercs take many shapes and flavors. If you mean specifically "a tl9 mercenary with cybernetics and a katana esque weapon" then this can be viable but will require a lot of investment and work compared to just shooting guys.
>>96052072Was he not wearing armor or something? TL9 Assault Carbines, even if loaded with APHC ammo, are readily stopped by reflex tacvests and heavy clamshell, and both are affordable for your common street samurai.
But yeah, to play it safe anyone looking for that type of playstlye in GURPS should look at playing a total cyborg to get IT (Unliving) for its resistance to piercing damage. As for why bother picking melee over guns, I feel that the close quarters combat in built-up areas that's common in cyberpunk often means short combat ranges to begin with, and melee fighters get access to armor divisors of (10) way more easily than gunners do.
>>96052072>As you would expect for a melee user, he got shot with an assault rifle in the torso and died.Why didn't he parry the shots?
I assume you weren't playing a realistic campaign since you were in a cyberpunk setting and mono-katanas were a thing.
>>960542312022
His death forced his wife to file for bankruptcy, too.
>>96051817Street Samurai is typically more enhanced than simply a normal bad ass guy fighting on the street. For example you'd have some body augments, but it's not a requirement. There's generally a temptation to play it super chromed out or a ordinary as you can get away with.
>>96051827Street Samurai isn't exclusive to Shadowurn, but I think they're the only game system that uses the term directly from the original source material. But, yeah Solo is one for one of the class.
>>96052072>As you would expect for a melee user, he got shot with an assault rifle in the torso and died.Yep, you need superhuman reflexes and dermal/bone armor to survive. Also helps to have some special weeb martial arts that lets you deflect bullets or at least roll out of the way. However, you're not limited to only katanas. In more realistic systems it's generally a good idea to keep the sword sheathed outside of the time it might come up. Close quarters in a hallway or fending off guys attacking you while you're driving.
>>96051757I played a psi-cybernetic warrior monk briefly in a high-power post-apoc science-fantasy game. He had a superfine hyperdense shape-memory living-metal high-frequency vibroblade that could morph between sword, spear, whip, and bow forms. He carried mininuke arrowheads for his bow, and could use Imbuement Skills to shoot sword waves for maximum weebery. The GM used logarithmic ST costs, so it was easy to get really high ST, enough to launch a nuke arrow further than its blast radius. He rarely went into direct combat, though, and preferred to use a mix of ESP and Zen Archery to locate targets from miles away and snipe them from beyond the horizon line. The one time he was forced into close quarters, we weren't allowed to spill any blood, so he switched to a whip and started disarming people. The only time he actually used his sword was to cut down a locked door.
>>96056928But, was his legs ok?!
i'm still having fun in my VRMMO ecchi isekai pbp duet campaign!
>>96058882I gave him Lame (Crippled Leg) at character creation just so I could make a leg joke in case he ever got it fixed. He never did. So no, his legs are not okay. Honestly surprised that he did as well as he did in melee with that bad leg, though.
>>96060112WHEN WILL I GET MY PBP DREAM
Huh, I've been allowing cross-parry with unarmed skils, but I just realized that's only for dual wielding. I feel like doing the class "X" stance symbol with both hands crossed is a classic cinematic desperate block.
Would it break anything to allow cross parry while unarmed in cinematic games? Effectively I'm giving unarmed characters the ability to get a +2 on a single parry in exchange for not being able to parry again for the rest of the round which I feel is balanced.
>>96064041GURPS will sometimes include unarmed strikes in the category of "melee weapons,"[1] and I see no reason why that wouldn't be the case here. As long as the unarmed skill in question assumes one-armed parries (so basically all except Wrestling and Sumo Wrestling), using both arms to cross parry should be available even in realistic games.
[1] https://forums.sjgames.com/showpost.php?p=755088&postcount=8
>>96064041The two-handed punch technique confirms that it's RAW for unarmed combat. I guess hands count as one handed weapons technically.
>>96064041Raises some awkward questions about why Wrestling parries (which are always two-handed) don't get the benefit, or why supported parry is worse than either two weapons or two empty hands, but in a cinematic game, go ahead. Unarmed fighters need all the help they can get.
>>96064173>>96064176>>96064184Ok, good to know it's not game-breaking. I'll keep doing it then. Thanks for answering!
>>96064184>why Wrestling parries (which are always two-handed) don't get the benefit,Since wrestling parries can be made more than once per "round", I assume that they're just different techniques. A wrestler is trained in using both hands quickly while someone doing a cross parry is desperately holding back one attack or something like that
>>96048939I physically can't care about this genre so boo
>>96064184Presumably you could do a cross-parry with a free hand, but it opens you up to standard problems of parrying weapons unarmed while a supported parry does not. As for Wrestling and Sumo, I guess GURPS just assumes they're not as defense-focused and so don't get a bonus for parrying two-handed. I would let those parries use the higher effective weight of two-handed parries though.
How different is the basic set hardcover you can find on amazon from the one selling on Warehouse23? They don't ship to my country and amazon shipping is way cheaper than buying from them.
>>96068084You want to give SJG money?
>>96068084Check out what printing the Amazon book is, but I think the only major change between printings was the addition of complementary skills.
>>96068446Why shouldn't i? From what i know their biggest sin is their horrendous PR leading to GURPS becoming irrelevant despite the huge renaissance of ttrpgs lately, focusing their energy into Munchkin o 'algo.
>>96068752SJGames is one of the most pozzed ttrpg companies out there
I'd love to see a video game that uses GURPS.
>>96068752spiritually gay company
>>96069249CSGO already does
>>96068752SJGames, more like SJWages buddy. They don't deserve a cent. It's not like they're using the money to develop more gurps books anyway, so i just steal them all.
Ahem.
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.
>>96069598oh I understand completely now thank you
>>96060406>So no, his legs are not okay.I'm so sorry to hear that, have some brouzouf on me.
I dunno why I choose this fate, but I'm committed to running High-Collateral Cyberpunk Street Racing in GURPS. Going through Basic rn after finishing lite and doing some memory reinforcement with the "New to GURPS" blog.
But goddamn am I lost on where to find proper cyberpunk stuff, implants, vehicle customizations, racing rules, etc.
>>96069249You probably already know this but fallout was going to be GURPS.
Besides a straight CRPG I'm not sure how well it'd work, and even in that case GURPS almost seems too flexible. I guess you could just port the combat system and see if that's enjoyable, but that's missing a large part of the game.
>>96070583>racing rulesProbably somewhere in the Action series
>>96070583>High-Collateral Cyberpunk Street Racing in GURPSSounds fun. I think there's cyberpunk content around, 3e if nothing else. Or fan stuff.
>>96070583>cyberpunk stuff, implantsUltra-Tech has a number of cybernetics, with both a cash cost and a points cost; you can use either, or both. For making your own, you can just modify a suitable advantage with the Temporary Disadvantage (Electrical) limitation, representing the aug's vulnerability to EMP and similar attacks, and optionally adding a generic but passable cash cost of $1000/point. There's a Pyramid article called "Live Better With Cybernetics" in issue #3/51 that goes into *way* more detail for both statting out cybernetics and pricing, but for a newbie GM there's nothing wrong with keeping things a bit simpler to avoid overloading your plate.
>vehicle customizations, racing rulesAction series. Action 6: Tricked Out Rides is all about taking one of the half-dozen baseline vehicle models and stacking on fancy enhancements to represent your specific riced out street racer. Action 2 has dynamic chase rules which are pretty fun, and races would just be a chases where Quarry and Pursuer roles change according to who's in the lead. There's also The Thrill of the Chase (Pyramid #3/112) that adds some cool details to chases, like terrain types, obstacles and bystanders, and the like.
>>96071070Ot would be cool to see a crpg that uses the reaction roll system for most, if not all, npcs.
The rules for cybernetics are completely pointless anyway, they still cost character points so why even have all this complicated fluff about them instead of just spending points in whatever shit you want and adding the "cybernetic" power modifier?
>>96072001That works for character creation, but a big part of cyberpunk is that cash rules the world and you have to have rules for buying shit with cash. The $500 per character point rule doesn't work too well either, because it would make some things ridiculously cost effective and others ridiculously bad for the cost
>>96072001>completely pointless>have to spend pointshuh?
>>96072144jajaja
I don't know anyone who requires point expenditure in addition to cash because it's fucking stupid
>>96071744I think you'd need something more open ended for this. I think mountain blade might actually have something like it? Lots of games have reputation systems that are similar.
Of course, reaction rolls aren't unique to GURPS
>>96072001The Basic Set only demands point costs on starting characters (B294) so that Filthy Rich [50] doesn't give you a further 200 points worth of superpowers.
It also explicitly says that modifications added in play are up to the GM since the importance and availability of cybernetics depends wildly on the game world.
>>96072176>jajajaEnglish website faggot. Go back to Facebook.
>>96072001I give PCs the option of paying either XP or cash for cybernetics. In my games, cash-bought cyberware normally has a limit to how much you can install, or costs exponentially more to install after you exceed your normal limit. So funneling cash into character improvement only takes you so far.
>>96071070>Fallout was going to use GURPS, but SJG said no>Fallout was going to use GURPS, but Interplay changed their mindWhich one is it?
>>96073721No one really knows. Interplay claims the deal fell through because Steve Jackson opposed the violence in the game, but considering GURPS was already a system with a lot of support for very gruesome combat and injuries, I really doubt he had a sudden pearl-clutching opposition to simulated bloodshed.
For his part, Steve hasnโt really said anything. Personally, I chalk that up to him being the sort of person that doesnโt want to get involved in intercompany drama. I also doubt that Steve pulled out of the partnership, because his behavior since then, namely his extreme reluctance to ever have anything to do with videogame companies ever again, really suggest to me that he got screwed and is still (reasonably) bitter about it.
>>96073721Everyone has a different story at this point. The most believable one to me was SJG pulling the mutual agreement plug, since they were gonna use Vault13 as a way to promote GURPS: Survivors, which was canceled and instead asked Interplay instead to pay up if they still want to use it.
>>96073771Interesting. I wonder what the truth really is.
>>96073030Gb2 reddit, niggerfaggot
>>96072001>why even have all this complicated fluff about them instead of just spending points in whatever shit you want and adding the "cybernetic" power modifier?Similar to any other 'power origin':
(a) there are going to be limits on what is possible to achieve with cybernetics (or psionics, magic, biomodification, whatever) in most settings. Cybernetics is an especially strong case of this, because it is generally at least somewhat realistic and you would usually expect there to be a rather literal catalogue of options, just like gear.
(b) the presented options can cover the most common choices, which saves time, or demonstrate how to build interesting or tricky options.
Is using reason and logic with an NPC always a Diplomacy roll?
How is gurps for pirate games with naval combat? I saw a post about how it isnโt good for naval combat so Iโm ready to be let down.
>>96075022I've never looked into it, but seeing as 4e dropped the ball on vehicles I wouldn't be that surprised if historical stuff wasn't very fleshed out. That being said what I would do is just take the ship vs ship combat system from another system that has a decent one and use straight GURPS for everything else.
>>96075051Figures. What systems for naval combat do you recommend I look into?
>>96074959Talking reasonably can waive the roll.
>>96075089(Social Engineering p. 73)
>>96075066Oh I have no idea, I've never even seen one myself, but I've also never looked. I just assumed if you were after good naval combat that you already had a lot of experience in it yourself.
>>96075103No I just saw a thread about pirates and wanted to try a fantasy pirate game with friends and remembered gurps then saw a post saying gurps isnโt a candidate due to lacking naval ship combat rules or not having good ones so I came here to confirm. Admittedly I will have to check my pdfs.
What book would naval combat be most likely in? Iโve got a lot of pdfs.
>>96075120Third Edition:
GURPS Swashbucklers
GURPS Age of Napoleon
GURPS Vehicles (duh)
Fourth Edition:
GURPS Spaceships series, particularly books 1 (abstract combat), 3 (tactical combat), and 7 (low-tech)
>>96075066GURPS Third Edition.
I wanna run an infinite worlds setting but im struggling for pre-gens and ideas for campaigns. What characters have anons seen?
>>96075700Before getting into characters, you should settle on a campaign/scenario first. Do you want the characters to be part of Infinity Patrol/Interworld, are they some separate group that's engaged in intradimensional travel, did they get hit by a Banestorm and wind up stranded in another universe? Was an entire city/region dislocated by a Banestorm? Did they stumble upon some kind of stable interworld gateway? What kind of world did they come from, and where did they end up? Start with the concept, and characters will flow naturally downstream.
>>96075089What about if it's a wacky campaign?
>>96075887kek
police squad is always a treat
>>96075700>>96075761I have one game I'm running currently (though it's on hiatus) where a team of Patrol agents in the middle of an operations get planeshifted to Yrth and have to make their way back to Homeline.
Another idea that could make for a fun game (but I don't think that I have the chops to run it) is Patrol agents assigned to Steel, running guns covertly to human resistance cells and collecting machine samples for study.
You can do a similar game on a lot of worldlines, like Nightreign.
Yet another game I'd like to run but don't have the skill to run is a sprawling Cold War spy thriller set on Reich-2, which can have a Cold War between not just the 5 great powers but also Homeline and Centrum.
>>96075120You have a few options. Like the other Anon said, you could use the Spaceships combat rules without too much issue, but it's not the only path forward.
For a more fast-paced and cinematic option, there are the Chase rules from Action, which previously have been used to run vehicular combat. They focused on aerial dogfights, but I feel like it should work for ships too, since it will still boil down to jockeying for position, trying to line things up so you can unleash your broadside cannons on the enemy ship without eating shots in return. Really the only big difference will be the frequency with which Rams will end chases, because once you're that close, you'll probably just move on to boarding actions. Relevant texts are Action 2 for basic chase rules, and "Dogfight Action" from Pyramid #3/53 for additional rules regarding maneuvering to attack.
On the opposite side, there are more detailed approaches to naval combat that seem to use the traditional GURPS combat scale. The Naval Combat section of Low-Tech Companion 2 has some relevant bits, as does the two Martime Warfare sections of Vehicles: War Galleys. Both also expand the list of statted ships significantly. Beyond that, combat uses the vehicle rules as laid out in Basic, and uses the weapon stats as given in Low-Tech. This approach will require you as the GM to make more ad-hoc rules to fill in the blanks, but it might be preferable if you or your players dislike the streamlined, game-y approach of either Spaceships combat or Action chases.
>>96069249If Steven Jackson would let me use the rights I'd make one. I hope you like classic roguelikes.
>>96075761I'll be honest, I want to have sex with the major
>>96076937Good luck, man.
>>96076768What's your idea?
>>96077260It honestly wouldn't do anything that unique. There would be world-sim elements but classic rogelikes have done world-sim stuff for ages. I'd lean a lot on that but with GURPS rules. There are some adjustments to character progression to make it fit a CRPG rather than a tabletop setting, but most of it would be the same. Setting is long after a war similar to the human vs machine war in the Matrix, but neither the humans nor the machines really got much of an advantage and as more and more infrastructure was destroyed they both ended up regressing to a feudal system. So a fantasy social structure but high (TL10) technology. When you build a character your social advantages/disadvantages would determine where you start in the game. The game is about exploring and adventuring, and you can either go full mercenary like Dungeon Fantasy where the only thing you care about is money money money or you can focus more on discovering the history of the world.
This is a quote from Basic Set on how a GM might handle game time: "Nothing happens until July, unless you make it happen yourself." I don't think players would want to play a game where they were expected to be self-guided.
>>96077925Yeah, if your players are spineless basedcuck faggots who expect to be entertained instead of having a modicum of agency
>>96016021 (OP)>TQCurrently, statting guns as an occasional distraction since I've been focusing on stuff other than GURPS lately. I've been putting off describing some vehicles because finding the right information to do so can be pretty tricky.
I also spent some time trying to figure out TL7-8 HEAT and HEDP warheads, but it's a complete mess. I can dig up my notes if anyone cares to work it out.
>>96077925This is literally how I'm running my current game, in which the PCs are men-of-leisure in turn of the century England hunting monsters and occult mysteries. They're part of a society that has monthly meetings, but other than that, how they spend their time and where they go has been entirely up to them. I'll furnish them with potential hooks, different things going on in different characters' narratives, and they get together and organize expeditions. Like just recently, one of the party has been sitting on a letter from a dead granddad promising him an inheritance he never got, so he got his fellows together and went to northern Spain to find out for himself, and that ended up turning into a week-long expedition where they got into a shootout with bandits and fought an actual dragon.
What's a cool monster for a group of medieval fantasy 125pts characters (with average DR of 4 and average combat skill level of 14) to hunt?
I want to make an adventure where the PCs have to hunt a monster that is attacking caravans but I'm drawing a blank on a cool monster.
>>96078684A giant cat the size of a wagon that is magically increased in size but is otherwise mundane.
>>96078710Could be a cute idea
>>96078724I feel like flying enemies are a bit too hard for them, but then again they'll be hunting it so that would give them time to learn that the enemy is a flier and try to come up with counter-measures so that's a good idea now that I think about it.
>>96078767>Could be a cute ideaIt would be terrifying. A cat that big would snatch people away and you with them before killing them. It would be very stealthy despite its size, and it's eyes would glow like two little bronze mirrors in the dark. It would be the closest (technically) natural thing to fighting a Predator from the movie Predator.
>>96078801And toy with you before killing you*
I hate auto correct so much
>>96078801I mean it would still go miau miau tho
>>96078302>I also spent some time trying to figure out TL7-8 HEAT and HEDP warheads, but it's a complete mess. I can dig up my notes if anyone cares to work it out.Having tried to do some work on them myself, I can say that it's an absolute nightmare trying to quantify their effects. In GURPS Guns, Dave Pulver took the easy way out and just said to find the real-world penetration and calculate damage from that, but that doesn't help if you don't have good data or are trying to work out the effect of a fictional warhead. The only 'rule' seems to be that for a given explosive, liner, geometry, etc. penetration scales with the diameter of the warhead and weight (not including fuse) scales at about the cube of that (maybe a bit less). Fuse is almost a fixed weight and volume, which is why TL 7 grenade launcher shells are so (relatively) shit: they have a sub-optimal charge in order to make room for the fuse, which occupies most of the shell.
>>96071235Dam anon, that actually gets me something to start legit working with. Appreciated.
Any chance there's any rules for collateral damage or attacks landing on someone else in case of a miss? I want there to be some real chaotic energy with the races, including a totaled car crashing into a random competitor or a shot aimed at a wheel taking out a driver instead. Keep the race dynamic and pair more extreme options in vehicle competitions with unpredictable consequences.
>>96078684How gritty is your setting, how weird the monsters, etc?
If it's 'classic' fantasy it could be an ogre, troll, or giant (actually have a motive to raid caravans), manticore, wyvern, gryphon, basilisk/cockatrice... that's about it for truly classic monsters without bringing in a dragon (which would be a high-end enemy is such a setting).
If you're going for more of an actual medieval vibe, then dragons can be smaller, may not fly, and would traditionally have many of the traits you might associate with a basilisk (i.e. extremely poisonous). Demonically possessed human or animal is also a popular one. Otherwise, there is a colossal variety of creatures in medieval legend, most of them fightable.
For a more dungeon fantasy vibe, there are a plethora of options, because it's pretty much kitchen-sink territory. For ease, just go through the dungeon fantasy monsters books and find something which is a 'fair fight' for about 2 adventurers.
If you want to get more gritty, take a look at the monsters in GURPS Horror. Legendary cannibals / unseelie, gill men, werewolves, ghouls, lamia, etc.
If you want more 'gonzo fantasy' with original monsters which don't match traditional stories, check out Creatures of the Night.
>>96078964There are rules for missed shots hitting something else. Vehicles and buildings are big enough that they will get hit with stray shots somewhat often.
Hitting the wrong location is more rare due to how GURPS hit locations work. Generally you make 'called shots' to specific locations and the only options are to hit that location, miss entirely, or hit the torso (if you missed by exactly one when going for certain locations). Vehicle hit locations lack the third option. There are random hit locations too, but you don't use them when shooting for a specific location. You could easily house-rule that all misses by one when going for a specific location actually turn into random location rolls.
>>96078990>How gritty is your setting, how weird the monsters, etc?It's off-brand warhammer fantasty, basically. So sort of gritty but not really.
>ogre, troll, or giant (actually have a motive to raid caravans), manticore, wyvern, gryphon, basilisk/cockatricethis is a good list, thanks.
The rest of the advice also helps a lot
If you have more arms, can you reload a crossbow faster?
>>96079192Sort of, but not much faster. Essentially, the only benefit you get is being able to hold bolts and mechanical devices ready in your extra hands. This saves 1 second for a simple crossbow (this is actually useful when it only takes 4-7 seconds to reload normally) and maybe 2 or 3 seconds for a more complex one (rather useless, given that it takes at least 20 seconds to reload anyway and it is very rare for 18 seconds to be fast enough but 20 to be too slow).
>>96079281Also worth noting that you still have to Ready the bolts into your hands, so the total time spent isn't actually reduced, you can just spend it at a different time, allowing less time between shots at the cost of more set-up before the first shot.
>>96079192>Deadly Spring p. 4: A crossbow's draw weight is 1.6*ST^2. You can draw a crossbow whose draw weight is no more than (8*BL). The time in seconds required for drawing a crossbow (with two hands, as explained on Low-Tech p. 74) is the crossbow's draw weight divided by (2*BL), rounded up. Then add 2 seconds for drawing and placing the bolt.Instead of dividing by (2*BL), you should divide by (N*BL), where N is the number of arms that you are using to draw the crossbow.
>>96079304So a 12ST crossbow has a draw weight of 1.6*12^2
Order of operations means 1.6*12=19.2, 19.2^2=368.64
divided by 4*BL, BL for ST 12 is 29 so 4*29=116
368.64/116=3.1779
So 4 actions
neat
>>96078944>trying to work out the effect of a fictional warheadYeah, that's the rub. UT is completely off compared to HT, and GURB might be a pretty good blog, but using UT as a basis undermines the usefulness for HT sometimes, and HEAT is one such case.
>>96079359>Order of operations means 1.6*12=19.2, 19.2^2=368.64Exponentiation comes before multiplication, you fucking retard.
>>96079440>TFW you make a math mistake on the gurps general:(
>>96078964>Any chance there's any rules for collateral damage or attacks landing on someone else in case of a miss? I want there to be some real chaotic energy with the races, including a totaled car crashing into a random competitor or a shot aimed at a wheel taking out a driver instead. Keep the race dynamic and pair more extreme options in vehicle competitions with unpredictable consequences.Yes, in Supers.
>>96079376>UT is completely off compared to HTTL 7 40mm HE GL shell does 4d-1
TL 8 version does 6d+2 (about 3 times the explosive power of TL 7 version)
TL 9 version does 8d (about 1.5 times the power of the TL 8 version)
TL 7 40mm HEDP does 4d
TL 8 equiv. does 7d (assuming same improvements as HE, this means penetration scales with square root of explosive power)
TL 9 equiv. does 24d. This would be nearly 12 times the explosive force! Even if shaped-charge fuzes are much larger and more complex than HE ones, it seems unlikely to be an order of magnitude improvement.
There is still the possibility of eking out a bit more performance with miniaturised fuzes, optimised geometry, etc. but I imagine it is still going to struggle to deliver the same performance as eight times as much explosive!
On the other hand, the 100mm shaped-charge in UT seems pretty conservative, doing only about 10% more damage than the 110mm PZF3 in HT. That seems about right for 50% more explosive power per unit of volume/mass and 10% less diameter. It seems plausible that the 'rule of thumb' for scaling shaped-charge penetration to warhead diameter breaks down badly at small calibres, but that the factors causing this can be eliminated with improved technology. In that case, a 25mm shaped charge could be made to work just like a 100mm one with one-quarter the penetration, which is exactly what we see in Ultra-Tech.
So I'm not convinced that the numbers in UT are impossible given reasonable assumptions. However, it seems like there are two ways to look at damage scaling for shaped charges and it would probably have been better to use the approach which didn't result in them being horribly overpowered even though that might be plausible.
>>96079664That's not quite what I meant to highlight. GURB has a pair of articles that reverse engineer UT's formulas for HE, HEAT (penetrating and linked blasts) and HEDP/MP relative to warhead diameter pretty accurately:
>Wd is the warheads diameter in millimeters. TL is 2.1 at TL9, 2.4 at TL10, 2.7 at TL11 and 3 at TL12. Wt is 1 if the warhead is standard HEAT, 1.5 if HEDP.>Dice of Damage = (Wd ร 0.26 ร TL) / Wt>Linked Explosion Dice = Wd^(3 / 2) ร Wt>Fragmentation Dice = Wd / 20A later article has the following formulas:
>Ww = Wd^3 ร 0.000002>HE/HEC Dice of Damage = sqrt(Ww) ร 74.2 / 3.5>HEAT/HEMP Dice of Damage = Ww ร 2.2 / 3.5 or Ww ร 2.5 / 3.5 for HEMP>HEAT/HEMP Linked Explosion Dice = sqrt(Ww) ร 39.6 / 3.5This is a good starting point, there's plenty of constants that can be tweaked to reflect lower tech levels, it's just a question of taking known damage values and extracting the TL factor. To be clear, respectively the constants I was calculating as variables for would be TL in the first formula, Wt in the second, 0.85 in the fourth, 2.2 and 2.5 in the fifth, and 39.6 in the sixth.
As you can see from pic related, the formulas don't fit at all for HT, and aren't useful to design examples that don't have a basis in reality as a result. The columns are, respectively and solving for the variable labeled TL:
>(Wd ร 0.26 ร TL) / Wt>Wd^(3 / 2) ร TL (for linked blasts)>sqrt(Wd^3 ร 0.000002) ร TL / 3.5>Wd^3 ร 0.000002 ร TL / 3.5Note the first column does include the 1.5 for HEDP.
>>96080476That honestly doesn't look too bad. The TL factor (which is presumably some combination of REF, geometry, liner material, manufacturing standards, and maybe shit like detonation velocity, etc.) seems to be within a reasonable range for any given warhead type and TL:
TL 7 HE is 0.36 to 1.37 which is a pretty big difference, but if you take out the 40mm outlier (which is probably a matter of two-thirds of the projectile being fuse) it's 0.96-1.37 which seems OK across different designs, explosives, etc. within a TL. TL 8 HE is about 75% better (more than triple the explosive power, so not simply a result of improved explosives, but packing more explosive in, likely thanks to smaller fuses).
TL 7 HEAT is pretty close to the HE figure for each warhead. RPG-2 is weirdly low, but it was an early TL 7 design. TL 8 upgrade is anywhere from 20% to 67% increase which is oddly not as good as that seen in HE despite there being more things which should have improved in shaped charges than HE.
TL 7 HEDP is 0.58 in the only example we have. Seems not that wildly inconsistent with late TL 7 given the 40mm fuse issue. TL 8 40mm HEDP is about 75% better, which is consistent with the jump with HE.
TL HEDP is in the 1.01 to 1.65 range, which is again, roughly what I would expect in terms of real-world variance across an entire TL and numerous different designs optimised for different things.
Like, you could totally set 'TL factor' to something like 1 for TL 7 and 1.5 for TL 8 and get results which are within spitting distance of reality. For such a simple model, you can't expect much better.
>>96078944>just said to find the real-world penetration and calculate damage from that, but that doesn't help if you don't have good dataFor most warheads you kind of do, maybe not the absolute newest stuff. Tandem warheads are kinda tricky because of how HT calculates their penetration