/GURPSgen/ GURPS General
Previous thread:
>>96735244
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 using the image (follow the URL to get to a folder with some files, read the files to get to the archive). Never post direct links to the archive anywhere in plain text.
If you're wondering where to start:
- The Basic Set covers everything, including a lot of optional rules you probably won't use.
- A genre guide can be found in the archive, under Unofficial/GURPSgen. It tells you what extra books and articles you may find useful for many common genres.
- How To Be a GURPS GM is a good read even for players.
- GCS (gurpscharactersheet.com) is an excellent character-builder software, with page references to all the books and the option to export to both Foundry and Fantasy Grounds.
Thread question: Is Reach important or is it all about how you use it?
>>96796195 (OP)
Forgot to change TQ. Read it as:
>Thread Question: What's your favorite ST formula?
Anonymous
10/20/2025, 4:33:18 PM
No.96796212
[Report]
>>96796432
>>96795764
>people now need like 16+ ST to even be competitive
Not so much. Assuming a realistic game instead of DFRPG:
A ST 13 [~15 points?] man with an axe deals 1d+2 damage, average 5. Enough to get past most unlayered armor (ie light and medium scale, chain and segmented plates).
A ST 16 [~30 points?] man with a pollaxe (I'm ignoring Halberds, they're a problem apart) deals 1d+7 damage. Now you can reliably get past even unlayered heavy plates.
>>96795899
Point cost is not really an issue, they're NPCs after all.
Basic Lift also rarely matters and when it does, it's easy to calculate: 2*10^(ST/10) lbs.
For allie, it's a one time thing and it doesn't change things too much: A Tiger with ST 17 (thr 1d+2, BL 58), if you decide to rebalance it based on point cost, would be reduced to ST 13-14 but thr damage would stay about the same, 1d+1 or 1d+2, and BL would be slightly reduced to 40 or 50.
The real problem lies in the enemy NPCs but in both cases you'd have to adjust the damage for them.
Anonymous
10/20/2025, 4:37:50 PM
No.96796247
[Report]
>>96797522
>>96796210
>Thead Question
Not sure yet honestly. I've got mixed opinions on vanilla because it feels like it makes Thr damage weapons (like bows, spears and especially unarmed) too weak for my tastes, especially in fantastical or cinematic games; KYOS feels too restrictive in capping ST, while nerfing Sw to Thr+2 feels like it's resulting in too little damage.
>>96795954
>Also, since damage is supposed to correlate with the square root of kinetic energy, for BL to scale exponentially but for the energy of a strike to scale only quadratically, just feels incongruous. They should both be scaling at the same rate.
Basic Lift = force = mass * acceleration
Damage = sqrt(energy) = sqrt(mass * speed^2) = sqrt(mass) * speed = sqrt(mass) * acceleration^2
Therefore, Basic Lift and damage should not scale at the same rate.
CRR said that GURPS Basic Set 4th Edition Revised was announced
Anonymous
10/20/2025, 4:48:54 PM
No.96796335
[Report]
>>96796308
>no screenshot
Anonymous
10/20/2025, 5:00:40 PM
No.96796432
[Report]
>>96797522
>>96796212
>A ST 13 [~15 points?] man with an axe deals 1d+2 damage, average 5. Enough to get past most unlayered armor (ie light and medium scale, chain and segmented plates).
Assuming Sw=Thr+2, he has 1d+4 with an axe held in one hand (Sw+2 cut). He only has 1d+2 damage if he has a weapon that deals flat Sw damage (like a hatchet or shortsword). To which, 1d+4 is kind of what I mean where you end up at the point where the average DR 3 of most low tech armors is basically pointless, since the average damage is resulting in you taking cutting modifier based damage. Either way, his damage is very swingy since it's only a single die, he has an equal chance to roll minimum damage (3-5) or max damage (8-10). Against heavier armor like plate (what most players are gonna be shooting for) there really isn't much he can do besides hope for good rolls. At least it's dirt cheap to get to that ST.
>A ST 16 [~30 points?] man
Probably the best case to be made, but Sw cr weapons now really suck under this system. Similar damage cut weapons are just so much better since they'll have identical effect on heavily armored targets and still make lightly armored people asplode.
I suppose heavy armor is a bit less of an issue than I thought, but I still hold it feels like that it's galvanizing "good vs bad" weapons a lot more. Especially since LT armor is so heavy for the DR it provides.
Math aside, light armor not mattering will always happen. When one type of armor has two times as much DR as the other one, there's no fix that will ever make a person in light armor be able to compete with the same person wearing heavy armor.
Your options are
>don't do anything
even the heaviest armor doesn't matter against swing weapons once you get to ST 17 (I judge the point where damage > armor is when you get 3 dice of damage, and even the weakest pure swing no bonus weapon gets through the heaviest plate). Light armor is a joke.
>KYOS
Doesn't change anything about swing, but makes thrust able to get trough armor too.
>Swing = thrust -2
Now Armor only stops mattering at ST 27. Light armor still matters until ST 15 (DR 3 makes a big deal until you have 2d of damage)
If you say that light armor doesn't matter in the swing= thrust-2, then light armor never mattered in gurps anyway.
>but PCs will be pressured to increase ST more
Every melee PC wants ST as high as possible regardless of what damage you're using. If you want people with low ST to be able to get through heavy armor, then you want heavy armor to not matter.
Anonymous
10/20/2025, 6:29:44 PM
No.96797176
[Report]
>>96797684
>>96797109
>If you say that light armor doesn't matter in the swing= thrust-2, then light armor never mattered in gurps anyway.
Correct.
>>96797109
LTC2 has rules for making heavier armor.
My ogres wear DR 15 platemail.
Never looked into magical materials but surely you guys could just make up something that is double as hard but has the same weight as steel or something.
Anonymous
10/20/2025, 6:51:31 PM
No.96797315
[Report]
>>96797220
I personally feel like the bigger issue is that it feels like GURPS compressed all the LT armor around people with average ST and probably wielding weapons that only dealt Sw damage. Which gave them little room to actually work with.
Anonymous
10/20/2025, 6:53:52 PM
No.96797332
[Report]
>>96796308
A) I would've gotten an annoying ping were that true.
B) There's not enough money in GURPS to do that.
Anonymous
10/20/2025, 6:53:56 PM
No.96797334
[Report]
>>96797684
>>96797220
>Never looked into magical materials but surely you guys could just make up something that is double as hard but has the same weight as steel or something.
Orichalcum is three times as strong as steel. See Low-Tech Armor Design (in Pyramid vol. 3 iss. 52), Fantasy p. 23, and Dungeon Fantasy 1 p. 27.
In Dungeon Fantasy, Orichalcum armor normally has ×1/3 weight, ×1 DR, and ×30 cost. But you can change it to ×1 weight, ×3 DR, and ×90 cost without breaking anything, as Fantasy points out.
Anonymous
10/20/2025, 6:54:58 PM
No.96797343
[Report]
>>96797357
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.
Anonymous
10/20/2025, 6:56:44 PM
No.96797357
[Report]
>>96820307
>>96797343
Is using ACKS 2 for realm management in a GURPS campaign unforgivable heresy, or merely a venial sin?
Anonymous
10/20/2025, 7:04:16 PM
No.96797427
[Report]
>>96797463
If I want to dual wield an innate attack, do I have to buy it twice?
Like I the character to be able to unleash hand beams from both hands at the same time.
>>96797427
If you specify that an innate attack is a beam or projectile originating from the hands then you can natively "dual wield" it, whatever you mean, since it can originate from either hand. You should be able to do a Dual Weapon Attack without further requirements.
Anonymous
10/20/2025, 7:09:20 PM
No.96797474
[Report]
>>96797687
>>96797463
Ah, i forgot, you will need to buy up the Rate of Fire to at least 2 to use it twice per turn, etc.
Anonymous
10/20/2025, 7:16:11 PM
No.96797522
[Report]
>>96796247
>KYOS feels too restrictive in capping ST
I get why you feel it but I believe in practice it just reflects the reality of the game.
The cap on ST is mostly relevant on realistic campaigns with lower point totals and in these games high ST is rare anyway. In fact, even more cinematic ones like DF shy away from ST 20, at least at the get go.
>>96796432
>Assuming Sw=Thr+2, he has 1d+4 with an axe
Correct, I was reading the thr damage table and forgot to add the +2. However, it reinforces my point that you don't need high ST do be competitive.
>average DR 3 of most low tech armors is basically pointless
It's not useless, exactly, it's the armor level for a common soldier relying more on shields and defensive attacks to avoid injury, counting on the armor only to reduce potentitally lethal attacks to just incapacitating ones, and maybe a defensive spear stab by an average man here and there. Not so useful for a 150 points adventurer.
It doesn't help that these armors tends to have a significant cost and be very heavy, or very expensive and significantly heavy.
>damage is very swingy since it's only a single die
picrel
>Against heavier armor like plate
In a realistic game with low point cost characters, people wearing DR 3 armor should probably run from anyone worth protecting with plates unless they got numerical advantage.
>cr weapons now really suck under this system. Similar damage cut weapons are just so much better
Crush tends to suck regardless of system. Under basic rules, the giant swinging an oak as a club is missing a ton of damage not making it cutting.
That said, in a gritty game where every point matter, crushing tends to have 1 more add than cutting and they can benefit from knockbacks (works regardless of penetration).
Anonymous
10/20/2025, 7:39:29 PM
No.96797684
[Report]
>>96797109
>>KYOS
>Doesn't change anything about swing, but makes thrust able to get trough armor too.
The highest unmodified swing damage for a human under KYOS is 2d+2 so it doesn't reach your threshold of 3 dices.
Characters with higher ST are cinematic and in such cinematic games the realistic armor values are the incosistent element calling for a rebalance like Better Fantasy Armor.
>>96797109
>>96797176
>light armor never mattered in gurps anyway
It matters in very gritty games with low ST characters trading defensive attacks.
Optional rules like edge protection and bleeding helps a bit here.
>>96797220
>>96797334
Using the low tech armor design rules, a DR 27 chestplate costs eye watering $453.600, a more reasonable DR 14 (4d as armor) costs $235.200.
Just pointing.
Anonymous
10/20/2025, 7:39:41 PM
No.96797687
[Report]
>>96797463
>>96797474
Ok, good to know, thanks.
Anonymous
10/20/2025, 8:12:09 PM
No.96797940
[Report]
>>96797968
>>96796298
That just makes it even worse, because you just pointed out how the damage scaling in KYOS is even less than it should be.
If BL increases by a factor of x10 per +6 ST, then Dmg should increase by a factor of x10 per +3 ST, under your math.
Anonymous
10/20/2025, 8:15:30 PM
No.96797968
[Report]
>>96797940
Supposing mass remains constant, as is the case for supers with a lifting capacity out of proportion to their body weight. Although, realistically, mass should scale with the cube of ST, at least in the basic rules. Dunno how it's supposed to work in KYOS.
>>96796195 (OP)
v4
work in progress
Anonymous
10/21/2025, 5:35:30 AM
No.96802183
[Report]
>>96803976
>>96799420
looks good. I will say that the background feels appropriate for like WW2 or similar stuff but your use of medieval weaponry in the examples make it not really fit.
Anonymous
10/21/2025, 5:45:13 AM
No.96802228
[Report]
>>96796298
The Damage ∝ e^(1/2) relationship only really holds for low-inertia penetrators like bullets and arrows, and even then isn't perfect. There's no reason it should apply to muscle-powered weapons and certainly not melee.
What ST-based damage SHOULD be indexed to is HP, as in a creature should do ST-based damage proportionate to the HP expected for their ST (regardless of what their HP actually is). A giant creature delivering a blow to an equally giant creature should deal damage like a human delivering a proportionally equivalent blow to a human—as works in fiction and also approximately reality—so the giant's Damage:HP should be proportionate to a human's Damage:HP. The hard part is finding a way to scale this way that isn't dogshit to use and find all of the places you have to change rules to make it work.
E.g. you could decide that a human with 10 ST does 1d basic damage, and a giant with 20 ST does 2d damage, but you'd have to massively reprice Striking ST because +10 ST for +1d damage doesn't feel good. Weapons would have to be multipliers to damage, etc. etc.
Anonymous
10/21/2025, 11:58:20 AM
No.96803965
[Report]
>>96804148
Another fine day for GURPSchads
Anonymous
10/21/2025, 12:00:04 PM
No.96803976
[Report]
>>96807687
>>96799420
>>96802183
The background should be two girls kissing I think
Anonymous
10/21/2025, 12:43:01 PM
No.96804148
[Report]
>>96804175
>>96803965
More like BURPSchuds
>>96804148
please don't bully me
Anonymous
10/21/2025, 12:57:41 PM
No.96804195
[Report]
>>96804201
>>96804175
>Burps loudly
>rolls against Intimidation-10
Anonymous
10/21/2025, 12:58:42 PM
No.96804201
[Report]
>>96804175
>>96804195
>fucks up the roll
How to increase the damage of ordinary guns as a power?
I'm talking simple extra dices and adds on the base damage, not follow-ups or imbuements, just like Striking ST for melee weapons.
I've tried looking up the official forums but the replies are kind of stupid:
>Imbuements is exactly what you want
No it isn't. I don't want armor divisors or follow-up burning damage, I want base damage
>Innate Attack with Follow-Up Universal!
No, that's a follow-up.
>Gunslinger
It doesn't add damage. I want damage.
>Doesn't guns do enough damage?
No such thing as enough dakka. It's a generic system, you shouldn't assume only human enemies on equal footing. Monsters with injury tolerance and aliens with higher TL armor are possibilities. And even if not, why shouldn't I be able to transform a random glock into a railgun for my use only if it makes sense in the campaign?
>How would you even increase the kinetic energy of a gun? It's mechanical!
Magic.
>>96804311
Follow: Universal (+50%); Cosmic: Adds to the base damage (+100%).
Anonymous
10/21/2025, 1:40:51 PM
No.96804340
[Report]
>>96804346
>>96804329
>+100 %
I feel like, going by the guidelines on Power-Ups 4 p. 7, that's only worth +50 %.
Anonymous
10/21/2025, 1:42:03 PM
No.96804346
[Report]
>>96804340
True, I just went by memory, didn't look up power-ups 4.
For a superhero game, just going through the motions for a martial artist in GURPS feels like it'd end up expensive and underpowered (getting power blow and the other skills high enough to be usable in combat costs a fortune).
I feel like I should, instead use Natural Attack from pyramid to get strong unarmed attacks.
Here's my idea
>regular crushing natural attack with swing damage
>alternative ability: various natural attacks with either armor divisor, more damage, ranged, etc, that cost fatigue to represent special moves.
What do you guys think?
Anonymous
10/21/2025, 2:00:16 PM
No.96804447
[Report]
>spend an entire hour trying to figure out how to make a DR that can affect allies at range because ranged (+40%) can't be used for DR
>only later remember that I can just put it as a beneficial affliction
I feel stupid
Anonymous
10/21/2025, 2:52:03 PM
No.96804678
[Report]
>>96804385
>For a superhero game, just going through the motions for a martial artist in GURPS feels like it'd end up expensive and underpowered
If you use Thr=Sw-2 damage it should be fine. A ST 20 character with Karate at DX+1 is gonna be throwing around like 4d damage with their punches
>>96804329
>Pì++ 1d [16]
>Pi+ 1d [12/5=2.4]
>Pi 1d [10/5=2]
>Pi- 1d [6/5=1.2]
>Total: 21.6 or 22 points
>Assuming 1d = ~3.5, around 6.2 or 7 points per +1 damage
Doesn't seem unfair.
Should there be some concern about gun with high RoF or multiple projectiles?
What about beam weapons?
It's one of those annoying things about GURPS. Despite being "generic" it doesn't even have a simple "+1 damage" trait.
Anonymous
10/21/2025, 3:20:10 PM
No.96804877
[Report]
>>96804978
>>96804385
Superhero games are one of those campaigns where the starting point total shouldn't be set in stone.
If your character concept is a super martial artist fighting with fists alone, the GM should just let you buy high levels of Fist! and enough Striking ST (or plain ST) to put you on the same level as the blaster buying Innate Attack.
Anonymous
10/21/2025, 3:31:46 PM
No.96804978
[Report]
>>96804877
I understand that the average supehero game in GURPS just has everyone remain static and just make a character sheet to fit the concept, but the kind of Superhero game I'm in, the characters will grow over time (as in, get character points to spend), thus point costs still need to be somewhat balanced between the party.
Anonymous
10/21/2025, 3:33:56 PM
No.96804997
[Report]
>>96804844
Yeah, I agree. It was really annoying having to jump through hoops to get a simple buff spell.
Like just "+1 to attack rolls and damage rolls" requires some ridiculous rules wrangling involving follow-up universal and wildcard skills turned into advantages or aspected (combat only) DX
Anonymous
10/21/2025, 4:14:54 PM
No.96805355
[Report]
>>96804311
I remember having a similar issue trying to figure out how to make modified ammunition using Meta Tech, because it seemed like you had to model the whole gun rather than just a bullet to add some effect.
Going by PU4, which specifically brings this up, you have to buy the damage you'd be giving your gun, but stuff like increasing RoF is differential.
>Kaytee's campaign uses the detailed guns from HT. She has a SCAR-L rifle that does 4d+2 pi. However, Kaytee can boost the damage and damage type to 5d(0.5) pi+ by using HP+P ammo. Large Piercing Attack 5d costs 30 points. (The Armor Divisor(0.5) does not affect these rules.) She wants to boost its RoF from 9 to 30, so she can empty an entire magazine in one second. RoF 9 is with in the "8-15" band for Rapid Fire, but it’s not the upper end of that band. Thus, the SCAR-L is treated as having Rapid Fire at th e +70% level. She wants to buy it up to Rapid Fire 30 (+150%), a difference of +80%. This costs 30 x 0.80, or 24 points.
This is because it's meant to be used on one specific weapon, and I suppose the issue generalizing is that different damage types cost different amounts of points, so while +1d pi would be a 5 point power, on a pi+ weapon it'd be 6 points.
In fact, PU4 specifically points out that if you start having access to stuff like hollow-point ammo that changes the damage type, you should recalculate the point cost of the power.
>>96804844
Each +1 damage is +0.3 dice, partial dice are on B62.
Quick Question: do the Healing and Regeneration advantages do anything to help recover from Bleeding and Mortal Wounds?
Anonymous
10/21/2025, 5:59:41 PM
No.96806251
[Report]
>>96806109
Healing just instantly stops bleeding as soon as you use it.
I forgot how mortal wounds work so I can't answer that part.
Anonymous
10/21/2025, 7:16:40 PM
No.96806821
[Report]
>>96806109
I can't actually find any rule in the published material which clarifies this.
The closest I can find is that there is a spell called Stop Bleeding which stops bleeding and restores 1 HP for 1 FP. It has the same prerequisites as Minor Healing, which can also restore 1 HP for 1 FP. If recovering any HP for any reason also stopped bleeding, then there would be no real reason for the Stop Bleeding spell to exist. Stop Bleeding is also the spell used to stabilise mortal wounds (for 10 FP), which again implies that merely recovering HP is not enough to stabilise a mortal wound.
Therefore, there is no reason to think that recovering HP also stops bleeding and stabilises mortal wounds.
As far as I can tell, there are only a few highly specific ways to deal with bleeding and mortal wounds via advantages:
Hard to Kill works on mortal wounds, as any failure on the roll kills you. Therefore you could use Affliction (Hard to Kill) to increase someone's odds of survival.
Bleeding seems to be equivalent to a 'rare' hazard for purposes of Resistant, given that Injury Tolerance (No Blood) is [5], same as Immunity to (rare hazard). Therefore you can stop bleeding entirely by afflicting IT(NB) or ItB, or grant a bonus by afflicting Resistant to Bleeding.
Access to such abilities could be done via a power stunt of a healing power.
Anonymous
10/21/2025, 8:46:33 PM
No.96807687
[Report]
>>96807958
>>96803976
What kinda "girls", post background and you shall receive
Anonymous
10/21/2025, 9:13:32 PM
No.96807958
[Report]
>>96808597
>>96807687
>post background and you shall receive
Anonymous
10/21/2025, 10:21:15 PM
No.96808597
[Report]
>>96799420
>>96807958
replace All-Out Attack with one of those
I'm on the fence about buying Horror and Mystery. What's special about them?
Anonymous
10/22/2025, 10:40:48 AM
No.96812566
[Report]
>>96812535
Look at the pdfs and find out.
How much better is GURPS Magic than the magic already in GURPS Basic Set?
Anonymous
10/22/2025, 1:08:53 PM
No.96812943
[Report]
>>96816936
So, if Environmental (target must touch the ground) is -20%, how much would it be (target must touch real ground, it can't be a boat or a plane or something like that) be?
A nuisance effect on top of the regular environmental?
Anonymous
10/22/2025, 1:20:15 PM
No.96812988
[Report]
>>96812581
GURPS Magic is a bad holdover from Third Edition. Use Sorcery/Magic As Powers instead.
Anonymous
10/22/2025, 1:42:15 PM
No.96813059
[Report]
>>96813227
Anonymous
10/22/2025, 2:18:50 PM
No.96813227
[Report]
>>96813399
>>96813059
t. wants SJ Games to go out of business
Anonymous
10/22/2025, 2:45:23 PM
No.96813399
[Report]
>>96813227
If they want my money they should finally publish tze Gigachad Nazis and Subhuman Niggers book
How do I remove the 24h limit from conjurable summons?
I want to make a necromancer that can just replace his minion with another corpse. It goes against every single version of the "undead creator necromancer" archetype to force the necromancer to wait 24 hours to make a new undead if his previous one was killed.
Anonymous
10/22/2025, 4:26:20 PM
No.96814234
[Report]
>>96814000
Just use the regular magic system.
Sorcery doesn't work because there's a billion spells that are literally impossible to do as sorcery because GURPS isn't truly generic and universal.
There's literally no way to do a diablo 2 style necromancer, every "raise skeleton" spell would have to wait 24h between uses.
There's no simple way of just go "your weapon is now magical and does more damage" because everything you can do to change damage either makes it a follow-up (so it doesn't change the basic damage) or uses ST (so it doesn't work for guns).
And so on.
Anonymous
10/22/2025, 4:26:50 PM
No.96814239
[Report]
>>96812535
Horror is great. It has a lot of rules that aren't in the basic set that support the genre (zombie horde rules, a lite take on powers and corruption, expanded fright rules to the point it's unnecessarily big, and a TON of monster-specific rulings on advantages and disadvantages. If you need horror monsters, this book breaks down pretty much all folklore and movie monsters and talks about any themes they might have. For example vampires fall under fear of taint for corrupted fiends, disease for nosferatu, and fear of sex for the hypnotic vampire. All three have their own templates!
You have rules for a slasher slipping out of view and appearing in the most random places. And for GM advice there's some common troubleshooting you might need to run horror games.
>Mysteries
I used to sing praises to it when I was starting out in RPGs but honestly it's largely an empty read. The writing is quite good and the writing advice and genre breakdowns give you a small confidence boost, but I never felt like it was of any help.
I don't want to write a blog about this subject so I'll leave it there.
Anonymous
10/22/2025, 5:12:43 PM
No.96814623
[Report]
>>96814715
>>96814000
Cosmic (Ignore Innate Limitation, -50%)
Anonymous
10/22/2025, 5:28:17 PM
No.96814715
[Report]
Anonymous
10/22/2025, 9:45:38 PM
No.96816867
[Report]
>>96817092
Has anyone used Skill Trees in their games yet? I really like it conceptually, but I have no idea what to expect in play.
I have an idea for simple character creation where everyone gets five trunks at +3/+2/+1/+0/-1, and then the Melee/ranged trunks at +3/+2. Will this be overkill in terms of generic aptitude?
Anonymous
10/22/2025, 9:54:03 PM
No.96816936
[Report]
>>96817030
>>96812535
Neither are anything 'special' but both are good genre advice books and Horror provides a ton of little things which are pretty cool, like pre-made monster templates, improvised weapons, various trait variants, new rules like corruption, stress and derangement, and two good settings.
>>96812581
In many ways, it's worse. Uses the same system, but presents an overwhelming catalogue of spells, which is both unwieldy and prone to giving mages a solution for almost any problem. I recommend looking at the Thaumatology and Powers series for better options (my favourites being Path and Book Magic from Thaumatology and Chinese Elemental Powers).
>>96812943
I would interpret 'must touch the ground' as requiring some kind of real ground, certainly not the floor of a vehicle, and probably not the floor of a building which has significant space underneath it.
>>96814000
Add Unkillable 3 to the corpse template along with decent regeneration with 'only while inactive' limitation.
Anonymous
10/22/2025, 10:04:34 PM
No.96817030
[Report]
>>96817144
>>96816936
>decent regeneration with 'only while inactive' limitation.
I've seen this answer before and it doesn't fit.
How you create an undead in any media
>find a corpse, create undead. Undead dies? Just create another with the body you have on your hand immediately.
how it would work with the "unkillable+regen
>find a corpse, create undead. Undead dies? Well now you gotta wait a number of minutes equal to HP times 2.
That's nothing like how any necromancer works anywhere.
Even the zombie spell takes way too fucking long to create a zombie, an entire minute, in a system that plays second by second.
If GURPS is truly universal and generic, I should be able to just cast a spell in a few seconds (6 at most) and create a zombie or skeleton just like in most games.
To do that, you need either cosmic to remove the limitation or some convoluted modular abilities build, or spend thousand and thousands of points getting an infinite ally group with minion and conjured.
Anonymous
10/22/2025, 10:05:22 PM
No.96817040
[Report]
>>96817073
>>96814000
I recall somewhere in the books mentioned one could buy a second copy of an ability they already have at 1/5 the price. Not an alternative ability.
Anonymous
10/22/2025, 10:08:51 PM
No.96817073
[Report]
>>96817144
>>96817040
I haven't seen that before but the result is that even if you sink all your points into doing this, there's still a limit on how many undead you can create and lose per 24 hours. It's not a truly disposable minion like they're supposed to be.
Anonymous
10/22/2025, 10:11:02 PM
No.96817092
[Report]
>>96826979
>>96816867
>+3/+2/+1/+0/-1
How do you get a trunk at -1? Are you including the -5 modifier for trained tasks? If so, you're granting levels of 8/8/7/7/6/5/4, worth a total of 315 points! While that isn't totally unreasonable for an omni-competent cinematic action hero to put into skills, it's a lot to put into trunks, and also 7 trunks at 7 points per level each is 49 points per level, at which point you would almost certainly be better off buying DX, IQ, and HT for [50/level].
>>96817030
>>96817073
I agree, it doesn't suit a lot of settings. Even if you can get to instant replacement, there is a cap on how many undead minions you can get, which doesn't work for necromancers in, for example, Warhammer ('The Old World') who can just keep adding skeletons to their army, limited only be how many skeletons they have.
On the other hand, adding more combatants to a fight is insanely good in GURPS, where 'quantity has a quality all of its own' and being surrounded in melee is horrific for even ultra-competent characters (at least without some specific cinematic options or specialised builds).
I strongly suspect that the designers also wanted to avoid the GM needing to stop combat while they applied the zombie template to recently killed opponents, so they just made it unusable in combat time.
Anonymous
10/22/2025, 11:35:20 PM
No.96817783
[Report]
Starting work on an attack roll defense roll passive defense injury and healing cheat sheet, maybe keeping healing and resting to a 2nd cheat sheet.
Gonna be landscape mode with basically 4 columns with attack roll, def roll, damage, injuries and 3 rows, range, melee, magic.
Will be like the Combat Maneuvers cheat sheet with the same overall style but hopefully new design elements so it's not boring to make.
Anonymous
10/22/2025, 11:42:50 PM
No.96817847
[Report]
>>96817144
While making a game playable is important, some options should have been offered with a caveat (there's a lot of "if the GM lets you" rules in side boxes, for example).
Anonymous
10/23/2025, 2:30:29 AM
No.96818966
[Report]
>>96817144
>I agree, it doesn't suit a lot of settings. Even if you can get to instant replacement, there is a cap on how many undead minions you can get, which doesn't work for necromancers in, for example, Warhammer ('The Old World')
Isn't the solution to that just ignoring the undead minion cap in settings where that's appropriate? This seems like a non issue.
Whats the closest thing GURPS have to a monster manual?
Anonymous
10/23/2025, 3:48:06 AM
No.96819366
[Report]
>>96819235
Usually there are a handful of relevant entries in appropriate books (Basic, Fantasy, Monster Hunters, Action, Horror, etc.), but there are a few different dedicated bestiaries as well. Creatures of the Night is a series of books mostly focusing on weird monsters who are as much adventure hooks or puzzles as they are enemies. Zombies is all about zombies, and obviously must include a large number of zombie types.
Dungeon Fantasy RPG has an actual Monster Manual in DFRPG: Monsters though.
Anonymous
10/23/2025, 4:18:01 AM
No.96819520
[Report]
>>96819235
Third Edition had several monster compilations--GURPS Bestiary, GURPS Fantasy Bestiary, and GURPS Space Bestiary.
Anonymous
10/23/2025, 7:02:11 AM
No.96820302
[Report]
>>96819235
I'm getting close to releasing my Elder Scrolls shit. It will have maybe 80 unique monsters, albeit Elder Scrolls ones, in GCS.
Anonymous
10/23/2025, 7:03:26 AM
No.96820307
[Report]
>>96797357
It's literally no worse than using Realm Management, since RM has nothing GURPS-like about it.
Anonymous
10/23/2025, 8:15:09 AM
No.96820572
[Report]
>>96796210
>TQ
Frankly I really would have liked to use M&M lift doubling for each point of ST in GURPS and smash HT into ST too. That gives three stats at 20 points and nicely caps realistic human limits at 15-16 points each . Problem is such ST plays hell with damage if you push it to superhuman levels.
Withing realistic levels you could just give 1 point of damage per ST and it works perfectly fine. You get the same 2d-1 at ST 15 as you get with classical ST 20. But as you go higher things can get weird.
Anonymous
10/23/2025, 9:44:18 AM
No.96820897
[Report]
>>96819235
>Monsters
Dungeon Fantasy Monsters series
Horror
>Real animals
Anon's Animal Album
Animalia in GURPS
how much ST would you need to grab a human heavy knight by the leg and fling him aside?
Anonymous
10/23/2025, 12:54:24 PM
No.96821488
[Report]
>>96819235
>closest
GURPS literally has monster manuals
>Dungeon Fantasy RPG: monsters
>nordlond bestiary
>nordlond bugstiary
>nordlond serpents of legend
Anonymous
10/23/2025, 12:55:18 PM
No.96821494
[Report]
>>96796195 (OP)
I've been looking at 3rd edition Vehicles to come up with weights for guns, gyrojets in particular.
4th edition UT uses the Launch Tube weight as the empty weight, with the only modification to the formula being that it multiplies it by the amount of shots.
>(R - T) x mWPS x S x M
>R is the mechanism factor, T is 0.5, mWPS is 0.1 for 15mm Gyrocs, S is the amount of shots, M is proportional to the amount of tubes
This has two big caveats: Barrel length doesn't matter, so for example an M72 and an FGR-17 (twice the length) would weigh the same, and given the Bulk values on the UT Gyrocs, they are very different in size.
The other caveat is that it scales directly with shot amount, despite these being empty weight, and there's no clear guideline for how many shots should be included in firearms with detachable magazines or belt-fed examples. A 30-round carbine would be as heavy as the LSW when empty, for example.
I'm not sure what factors to tack onto each length category (0.1, 0.2, 0.3, 0.5, 0.75, 1, 1.25 for guns), but as far as the ammo capacity goes, that could be somewhat mitigated by substracting magazine weight (WPS x shots x 0.5 or 0.2), but I doubt that would really fix the issue of having to choose an arbitrary amount of bullets.
Anonymous
10/23/2025, 1:01:51 PM
No.96821524
[Report]
>>96821136
30ST if you want to just casually grab a dude one-handed and throw him like a ragdoll.
Considerably less if you have 2 seconds to do it.
Anonymous
10/23/2025, 1:20:19 PM
No.96821578
[Report]
>>96821765
>>96821136
At the most basic, we can check the lifting and throwing rules.
First let's assume our knight. You say he's a heavy knight so let's give him proper plate armor, for quickness, I'll use the 15th Century German Ritter armor from Loadouts: Low-Tech Armor: 46.7 lbs.
As for the knight himself, let's assume he's worth wearing this armor, a 6'+ 200 lbs man, totaling 246.7 lbs, rounded up to 250 to simplify calculations and account for belts, knives and whaterver he might have on him.
We are ignoring any specific rules for grappling so to lift this knight in one second, you need BL equal to or higher than 250, so around ST 36.
Now to throw him we divide his weight by your BL: 250/259=0.96 or 1, which gives distance modifier of 0.6. Multiply it by ST 36 to find the distance you can throw: 21 yards.
>>96821578
>Now to throw him we divide his weight by your BL: 250/259=0.96 or 1, which gives distance modifier of 0.6. Multiply it by ST 36 to find the distance you can throw: 21 yards.
How much damage would he take if you did throw him that distance? Assuming he lands on flat, even ground instead of a wall. Obviously if he's thrown into the wall you could just use the collision rule straight with distance thrown (or even max throw distance) as the velocity, but if he landed on the ground that seems like it'd minimize the force on impact because of the angle he'd be landing at.
Anonymous
10/23/2025, 3:01:42 PM
No.96822040
[Report]
>>96822139
>>96821765
It's probably just a collision.
Assuming HP 15, you double it for a collision with a hard, immovable object. Multiply by Velocity, which is probably 21 yards/sec, you threw him that distance in one second, after all. Then divide by 100.
15*2*21*0.01=6.3 or 7d-2 damage.
Anonymous
10/23/2025, 3:14:38 PM
No.96822139
[Report]
>>96821765
>>96822040
Easier way is to use the damage from thrown objects rules. He takes as much damage as he would have dealt when thrown at someone.
Anonymous
10/23/2025, 4:14:46 PM
No.96822545
[Report]
>>96821765
Thrust damage for ST36 has a base of 4d-1, and throwing something up to your BL deals thr damage at +1/die for a basic damage of 4d+3 to both target and thrown object.
Which is fine for direct, head-on collisions, but that's not what you're looking to do; your giant is flinging a knight away, not spiking him like a football in a touchdown celebration, and unless he hits a wall damage should be less and the poor bastard should probably roll further rather than make a clean landing. A quick-and-dirty way to handle the sort of skidding impact you're looking for would be to use the Roll With Blow (p. MA87) assumptions and halve basic damage when determining injury but double it when calculating knockback. 4d+3 becomes 2d+1 of crushing damage but a whopping 8d+6 of "knockback" to see how far to knight bounces and rolls after hitting the ground; assuming ST 14 and average damage rolls, he'll roll a further 34/12 = 2 yards (rounded down). With a slightly-above-average roll (or a slightly weaker knight), you can easily achieve three yards of tumbling and ragdolling.
Has anybody here done the Outsider thing i.e. made something not strictly TTRPG related but statted out the character(s) in GURPS?
Anonymous
10/23/2025, 5:39:01 PM
No.96823259
[Report]
>>96825304
If I want to do the anime/wuxia style spear master that swings his spear around, switches grips and swings the blunt end, etc; the easiest way to do would be
>weapon adaptation: staff to spear
so I can swing and use the blunt and, and also parry when I want without the -2 default penalty of using staff with spear tech
>grip mastery
so I can switch the grip from spear thrust to staff swing instantly
Does this all seem correct?
Anonymous
10/23/2025, 7:17:04 PM
No.96824150
[Report]
>>96824113
Yes, that's right. It's a very fun playstyle.
Anonymous
10/23/2025, 7:29:19 PM
No.96824264
[Report]
>>96824371
>>96824113
Weapon Adaptation (Staff to Spear) lets you use a Staff weapon (including swinging the butt of a spear) with the Spear skill. It doesn't grant you the benefits of Staff skill.
Weapon Adaptation (Spear to Staff) is generally better, because it gives you the improved parry. The only downside is that you have to use it two-handed (or accept the -2 skill and loss of parry bonus from defaulting one-handed spear to staff).
I don't think you need any perk to thrust with the blunt end of a spear; either Spear or Staff skill should cover that.
Grip Mastery lets you shift between one and two hands and between normal and defensive grip more easily. I think the one you're looking for is Form Mastery, but that only works if you have two distinct skills. If you're using Weapon Adaptation to use Staff skill with a spear, then you don't need any perk to get the benefits of using a staff, even if you are thrusting with the sharp point!
Anonymous
10/23/2025, 7:31:36 PM
No.96824283
[Report]
>>96824299
>>96823128
What's 'the Outsider thing'? Search only returns some TV show based on a Steve King novel.
Anonymous
10/23/2025, 7:32:57 PM
No.96824299
[Report]
>>96825304
>>96824283
>>96823128
I think he's talking about the webcomic that updades once every year and always gets posted on /tg/.
Anonymous
10/23/2025, 7:42:33 PM
No.96824371
[Report]
>>96824264
>I don't think you need any perk to thrust with the blunt end of a spear; either Spear or Staff skill should cover that.
I'm fairly certain that any use of the spear to do anything beyond "thrust with tip" or "tip slash" uses the staff skill, I think it was either on low tech or martial arts.
Or maybe it came to me in a dream, I can't find it anymore.
Anonymous
10/23/2025, 7:52:57 PM
No.96824458
[Report]
>>96824543
>>96824113
Spears can already be used with Staff skill, you just need Form Mastery to switch as free action.
Anonymous
10/23/2025, 8:02:11 PM
No.96824543
[Report]
>>96824614
>>96824543
While true, that still leaves you with a -2 to one or the other form of combat, and weapon adaptation removes that penalty.
I think you need all perks for true weeb spear master
>form mastery
allows you to switch grips freely, so you can stab as a spear and parry as staff. And you can swing to do some good crushing damage (useful vs skeletons)
Problem: one of these skills now has a -2.
>Weapon adaptation
Now you can use the "spear form" with staff or "staff form" with spear. I think the bonus to parry is based on the weapon, not on the skill. Using a staff with spear skill still has the +2 to parry.
>Grip mastery
so you can go from 1-handed to two-handed and from reach 1 to reach 2 freel.
Anonymous
10/23/2025, 8:36:29 PM
No.96824783
[Report]
>>96824898
>>96824614
>>form mastery
>allows you to switch grips freely, so you can stab as a spear and parry as staff. And you can swing to do some good crushing damage (useful vs skeletons)
Correct.
>Weapon adaptation
Now you can use the "spear form" with staff or "staff form" with spear.
Incorrect. You're still wielding the spear with the Spear skill, not Staff skill.
This is the "A Sword is a Sword" skill, you learn it to use a Force Sword with Broadsword skill.
>I think the bonus to parry is based on the weapon, not on the skill. Using a staff with spear skill still has the +2 to parry.
You need the skill, else all spears would already have +2 to parry.
>>Grip mastery
so you can go from 1-handed to two-handed and from reach 1 to reach 2 freel.
Correct. Also defensive grip for extra parry against single opponent.
>Problem: one of these skills now has a -2.
The correct solution is to buy off the default penalty but that's stupid.
I'm personally inclined to just allowing it to be bought off as average technique.
Anonymous
10/23/2025, 8:51:28 PM
No.96824898
[Report]
>>96824783
I see, thanks for clarifying
>The correct solution is to buy off the default penalty but that's stupid.
Yeah, that's way too expensive and stops being worth it very quickly.
Buying as a technique is logical, it really should be the default on GURPS
Anonymous
10/23/2025, 9:39:24 PM
No.96825304
[Report]
>>96824299
That, yes
>>96823259
I don't think there's anything Fallout that has official GURPS stats, for historical reasons
Anonymous
10/23/2025, 10:02:10 PM
No.96825474
[Report]
>>96826838
>>96824614
>I think the bonus to parry is based on the weapon, not on the skill.
It seems not, since the example under Weapon Adaptation says you can get fencing parries with a shortsword, and the text of Form Mastery suggests that spears used with Staff skill have a better parry than when used with Spear skill. Of course, this raises the obvious question of why some weapons used with staff skill don't get the bonus...
Anonymous
10/23/2025, 10:40:39 PM
No.96825796
[Report]
>>96826359
>>96799420
Do you have one of these for Extra Effort?
Anonymous
10/23/2025, 11:53:03 PM
No.96826359
[Report]
>>96826525
>>96825796
I was not aware of that rule but,
"Optional Rule: Extra Effort in combat"(B357)
may be added to the second cheat sheet (Combat Resolution GURPS) in the attack and defense modifiers, if there is room and if it makes sense to "be on a cheat sheet" anyway.
Technically, Feverish Defense, Flurry of Blows and Mighty Blows should be mentioned in the Combat Maneuvers cheat sheet.
Do you want a version with those included?
If so, white background or parchment?
Anonymous
10/24/2025, 12:18:04 AM
No.96826525
[Report]
>>96826359
>ptation says you can get fen
NTA but parchment is cooler.
Anonymous
10/24/2025, 1:14:37 AM
No.96826838
[Report]
>>96828684
>>96825474
>why some weapons used with staff skill don't get the bonus...
Poor balance.
You can't use Weapon Adaptation to wield a Gada with 2H Sword skill and ignore its parry U and ‡.
Spears can get bonus because the head is light enough to be offset by the end cap. Polearm heads are too heavy for that and if you do balance it by putting another head or something similar, you get one of the double ended weapons from Fantasy Tech.
Anonymous
10/24/2025, 1:41:24 AM
No.96826979
[Report]
>>96817092
My plan was to do a sort of pointless system. I would make pre-arranged stat arrays, advantage packages, and it disadvantage packages. Then the players are just pick whatever package they want, and then select their five skills for bonuses. I'm trying to make easy way to make characters on game day for newbies. So it doesn't really matter what's the most point efficient way of doing something, they don't know
Anonymous
10/24/2025, 2:48:51 AM
No.96827331
[Report]
Revised 4th edition can't hurt you it isn't real. Save me Steve Jackson!
Anonymous
10/24/2025, 7:57:41 AM
No.96828684
[Report]
>>96832813
>>96826838
>Poor balance.
The way GURPS handles what is a balanced and isn't a balanced weapons has always felt really awkward to me. Especially with weapons in the polearm category.
Anonymous
10/24/2025, 8:28:46 AM
No.96828771
[Report]
>>96829079
Related to the thread question and early discussion about relative ST vs low-tech DR. I was thinking that a lot of other systems give separate DR values for Blunt, Piercing and Slashing weapons (GURPS occasionally does too with split DR) and I was thinking... How bad would a house rule be if I emulated something like that? Say I double the current base DR vs slashing attacks, increased it by 50% (not sure which direction to round) vs imp attacks and left it at base for crushing attacks?
I'd probably say "use vanilla ST" for something like this, but hypothetically it should level out the various damage types a lot more and should make armor feel more protective overall.
So, the new basic set is coming. Kromm posted on the forums some details. I like that it's going to be a single omnibus volume with a two-column layout.
>>96829032
>SJ Games is so retarded that it wants to change all the pronouns from "he" to singular "they"
>but also is so broke that it can't afford to do so
This xianxia protagonist doesn't know whether to laugh or to cry.
Also, say goodbye to Slave Mentality.
Anonymous
10/24/2025, 10:08:00 AM
No.96829079
[Report]
>>96829104
>>96828771
Look into Blunt Trauma and Edged Weapons, LT102. Basically increases DR of metal armor by 1.5 to 2 if the damage isn't enough to penetrate the armor outright
Anonymous
10/24/2025, 10:15:46 AM
No.96829104
[Report]
>>96829218
>>96829079
Right, but that just transforms the damage to crushing if it's less than double DR. It still leaves natively crushing weapons (like a mace) in an awkward place, as equivalent damage from a swung cutting weapon performs exactly the same against heavy armor, while against light armor it gets the cut damage modifier.
My thought instead is if you have something like light chain on, you get 6 DR vs cutting attacks, 4-5 DR vs impaling attacks and 3 dr vs crushing attacks (probably still modified by -2 because it's chainmail). That way instead of the edged weapons rule, where a 7 damage strike against that chain with a crushing and cutting weapon deal exactly the same damage (even with the reduced DR vs crushing attacks), the chain provides better protection against the sword than against the mace.
Anonymous
10/24/2025, 10:29:47 AM
No.96829147
[Report]
>>96829052
>>SJ Games is so retarded that it wants to change all the pronouns from "he" to singular "they"
>>but also is so broke that it can't afford to do so
I am eternally vindicated for never giving them money
Anonymous
10/24/2025, 10:33:32 AM
No.96829162
[Report]
>>96829179
>>96828903
>>96829032
>>96829052
>>96829062
I just bought the old physical books (please understand, small indie country with a limited selection in stores and I don't want to ship all the way from the US of A) and at first I thought, "damn, should have waited", but I don't want the censored version after all
Anonymous
10/24/2025, 10:43:26 AM
No.96829179
[Report]
>>96829206
>>96829162
Do everything you can to cost SJG money
>>96829179
I don't care to go that far but why the fuck would they do this
>nooo we don't have money for a 5th edition
>we have infinite money for a run of 4th edition that doesn't fix anything the 7th printing already did
Which is it
Anonymous
10/24/2025, 11:06:49 AM
No.96829218
[Report]
>>96829104
There are all sorts of breakage rules that help with bladed weapons being too good pound for pound against armor
Personally I don't care all that much, it's too much work to fix all the borked melee rules
Anonymous
10/24/2025, 11:25:56 AM
No.96829255
[Report]
>>96829269
>>96829206
>7th printing
We're on the 10th printing now, anon.
Anonymous
10/24/2025, 11:29:40 AM
No.96829269
[Report]
>>96829255
But weren't they fixed in 7th though
I have no idea when they remembered to write down the surge rules or improve Gunslinger, I used torrented original run books for ages
Anonymous
10/24/2025, 12:06:30 PM
No.96829361
[Report]
>>96829372
>>96829052
>"black" instead of "Black"
Everytime i see this is get 2% more racist.
Anonymous
10/24/2025, 12:09:08 PM
No.96829372
[Report]
>>96831802
>>96829361
But will they delet that iconic character who's a Flip with rat genes or something
Anonymous
10/24/2025, 12:14:03 PM
No.96829387
[Report]
>>96829515
>>96829032
just do what your customer wants bro
steal customers from Hasbro too
details don't matter don't be that guy
if you want coolness factor and legacy and respect put 10k dollars worth of artists for a few months to make some badass art, and not just the cover
>>96829052
>he/him to they
Fine by me. As far as I know, it's the more gramatically correct form and I use it myself.
>anything to do with slavery should bother you
sounds like a murican problem
>>96829062
>sensitivity
why are muricans like this?
>>96829387
They had the opportuniuty to make Portal Fantasy the GURPS Isekai and get all the kids aboard but they fumbled even that.
Anonymous
10/24/2025, 12:53:53 PM
No.96829525
[Report]
>>96829206
They probably wanted to push for a 4.5e, got stuck in design/budget hell, and ended up with this
What actually needs fixing on 4E? Off the top of my head:
>ST progression/cost
>Buying off skill defaults
>Additive/multiplicative modifiers
>Afflictioin cost
>Low-tech realistic vs fantasy DR
>Weapon with ‡
>Multiple sensorial advantages that could be modifiers (Acute Hearing vs Parabolic Hearing vs Discriminatory Hearing)
>>96829515
>>he/him to they
>Fine by me. As far as I know, it's the more gramatically correct form and I use it myself.
It's not, it's nu-speak. Grammatically correct was always to use the masculine for Indefinite pronouns, like the vast majority of European languages. They/their constantly tricks the brain regarding number (singular/plural) and was only put in place by rabid feminists and people who hate the traditions of the language they speak.
>>96829545
It's the same on my native language but it doesn't bother me so much.
At least they're not trying to push xer/fer or whatever new pronoun a bored american teen comes up with or modifying appearance rules to make it unisex or something ridiculous like that.
Compared to the bullshit I've seem in video games, it's almost a nothing burger.
>>96829515
>more gramatically correct form and I use it myself
chad really knows what they're talking about
>>96829545
just let it go
you're old
it's over
Anonymous
10/24/2025, 1:17:46 PM
No.96829588
[Report]
>>96831674
>>96829545
Singular they is fucking ancient my dude
Nonetheless it's a giant nothingburger and shouldn't be implemented en masse
>>96829544
Calculating hits for high-RoF weapons
Missing most of your shots with an assault rifle is realisticky enough (even if highly skilled shooters shouldn't miss that much) but a minigun at point blank will also miss unholy amounts of bullets
Anonymous
10/24/2025, 1:24:06 PM
No.96829612
[Report]
>>96829736
>>96829602
Ah, recoils for high ST characters are a bit weird too.
Anonymous
10/24/2025, 1:45:38 PM
No.96829680
[Report]
>>96830856
>>96829569
>it's over
vast majority of people still use the "he" for indefinite pronouns, and even with school teaching otherwise, the kids certainly haven't learned this shit yet.
Using they for a single person is simply not normal for most people.
And remember that soon the majority will be speaking "african-american vernacular", which I've never seen using "they" for a single person.
Anonymous
10/24/2025, 2:03:14 PM
No.96829736
[Report]
>>96829747
>>96829602
>>96829612
Firearm ST requirements are also a pretty dogshit, nonsensical system. Given they for some reason represent both the difficulty in holding a weapon up (based on weight) and recoil. It makes no sense that a magnum revolver's recoil would impact single, aimed shots for people capable of holding the weapon steady.
Anonymous
10/24/2025, 2:06:17 PM
No.96829747
[Report]
>>96829751
>>96829736
That's an artefact of RoF 1 through 3 being "single shots" in the basic rules when IRL one round per second is worlds removed from three rounds per second
Anonymous
10/24/2025, 2:08:11 PM
No.96829751
[Report]
>>96829801
>>96829747
Yeah, and even then that's better represented as an increased RCL value anyways.
Anonymous
10/24/2025, 2:22:06 PM
No.96829801
[Report]
>>96829814
>>96829751
RCL is IMO too coarse but playable
All of this is really nitpicking because most firearm systems in games just make me go "wow, this is dogshit"
Anonymous
10/24/2025, 2:25:25 PM
No.96829814
[Report]
>>96829923
Anonymous
10/24/2025, 2:43:57 PM
No.96829923
[Report]
>>96829814
I think the best use for Firearm ST is modeling fatigue. Didn't really make the connection before reading Tactical Shooting Extreme Conditions but since having 1/3 of your FP drops your ST but not your damage, it starts affecting your shooting
Anonymous
10/24/2025, 2:53:35 PM
No.96829990
[Report]
>>96830216
>>96829544
Complete rework for damage chart and guns is the most obvious one.
Anonymous
10/24/2025, 3:08:11 PM
No.96830069
[Report]
>>96829544
Alternative Form cost calculation.
As it is, there's little reason to give it limitation. Power-up transformation that can be kept indefinitely with no down side is only a couple points more expensive than those with limited time or causes corruption or other ill.
Anonymous
10/24/2025, 3:24:44 PM
No.96830177
[Report]
the Combat Resolution cheat sheet is going to look like a printed circuit board on the first draft...
gonna try to wire common shit together as much as possible
Anonymous
10/24/2025, 3:32:27 PM
No.96830216
[Report]
>>96830409
>>96829990
Guns don't need a complete rework, but arguably some bits should be brought closer to 3e
Anonymous
10/24/2025, 4:02:21 PM
No.96830409
[Report]
>>96830216
Not him, but I'm unfamiliar with 3e. How different are guns in 3e compared to 4e?
Anonymous
10/24/2025, 4:37:15 PM
No.96830616
[Report]
We need big guns for big guys who needs more dakka.
Herakles wearing heavy battlesuit, the Dragons from Technomancer, combat walkers and other awesome characters.
Anonymous
10/24/2025, 4:51:33 PM
No.96830698
[Report]
>>96831486
>>96829052
>change all the pronouns from "he" to singular "they"
This sounds like a disaster waiting to happen. I always hated the singular "they" because it often leads to weird grammatical snaggles of whether you're referring to an individual or a collective. In a game where precision of language is so important, this is going to cause so much needless confusion. I'll take literally any other pronoun, even made-up pronouns from the early 2000s fanfiction days like "xe/xir", but miss me with that "they" shit.
Anonymous
10/24/2025, 5:11:01 PM
No.96830808
[Report]
>>96829544
>Rules for Parrying Heavy Weapons ought to be decoupled from weapon weight and be based on damage and weapon ST instead, as per the Broken Blade.
>Parry Missile Weapons should be a technique, not its own skill. You also shouldn't need ETS or Precognition to parry firearms if you can see where the shooter is pointing. Although, ETS should allow you to defend against ranged attacks (at a penalty for projectile speed) if you're able to see the bullet but not the shooter.
>Sacrificial Block/Parry should be allowed without a perk, but at -2 to Defend.
>Diving for Cover from an Area Attack should allow full Move if you take a Wait maneuver, or give up your next turn.
Anonymous
10/24/2025, 5:19:24 PM
No.96830853
[Report]
>>96829544
Replace or merge Innate Attack and Strikers with Natural Weapons.
Make Leech an Enhancement instead of an advantage.
This goes with fixing ST progression/cost: Get rid of Super-Effort and give ST, DR, TK, Binding, Control, Create, etc. logarithmic point costs or exponential scaling. Just be sure to include a disclaimer warning GMs to set a limit, as with any other trait.
Anonymous
10/24/2025, 5:19:31 PM
No.96830856
[Report]
>>96831190
>>96829545
>>96829567
>>96829680
Actually keeping with the gay negrification of the USian populace using
>dey or xe
would be the most progressive way that doesn't fuck with grammar between singular and plural.
crowdfund gurps year zero editon written exclusively in zoomerspeak mixed with ebonics or west african pidgin.
>>96830856
“‘Tis meet that some more audience than a mother — Since nature makes them partial — should o’erhear the speech.” - William Shakespeare, Hamlet
“Almost anyone under the circumstances would have doubted if [the letter] were theirs, or indeed if they were themself — but to us it was clear.” -Dickinson
Singular they is normal grammar. What is new is referring to non binary people as they/them. But that's not the changes they are implying for GURPS. I think this is a nothingburger, and I want better formatting than the dogshit 4e format.
Anonymous
10/24/2025, 6:20:43 PM
No.96831278
[Report]
>>96831190
>themself
lol
>but some authors extremely rarely used it! That means it's common and normal
nah m8. You fags will never convince anyone of this. Language follows the people, and the people don't speak like this. Even if you try to force it, that's just not how normalfags speak naturally, and never will be.
Anonymous
10/24/2025, 6:50:24 PM
No.96831486
[Report]
>>96830698
Guess it's a good thing they explicitly aren't doing that then? Weird that you wrote so much though, almost like you're an obsessive culture warrior than a person with reasonable objections.
Anonymous
10/24/2025, 7:20:17 PM
No.96831674
[Report]
>>96829569
You're done. Your types have fucked up society so bad that you're going to be politically irrelevant losers for decades to come. Nobody cares what you think. We all hear and read your words and think you need to be in a psych ward.
>>96829588
>my dude
Cringe.
And the fact it was used before the language had its grammar structured and codified doesn't excuse the intentional destruction of the language. Stop enabling people who want to destroy everything.
>>96829032
A publicity stunt then. But they won't delete Infinite Worlds nor the iconic characters, will they? Dai's warp is a stupid thing to show to new players. The robot's sheet is the text-version of a jumpscare.
>>96829372
Good riddance. Her page was a lore dump and ignored her as a character.
>>96829544
Two different DR values in the Basic Set would go against "real-world values" the system uses. The importance of ST in a game world varies so much that it's easier not to comment on it on the Basic Set
Anonymous
10/24/2025, 8:15:26 PM
No.96832049
[Report]
>>96831190
Them refers to mothers in general being biased towards their offspring.
Gertrude is one of the mothers.
Anyone also involves a group from which you pluck out an individial representative of it.
I really hate it when neurosyphilitic brownoids try to pilpul me.
Just because a rabbi sucked you off after circumcision and gave you syph, doesn't make you jewish, goy.
Anonymous
10/24/2025, 8:48:24 PM
No.96832305
[Report]
>>96831802
>Two different DR values in the Basic Set would go against "real-world values" the system uses
I would personally argue that armor balanced around fantasy ST would honestly probably be closer to true real world values; rather than current DR where it's all clustered around 10 ST. But I get what you mean.
Anonymous
10/24/2025, 9:48:34 PM
No.96832702
[Report]
>>96831802
>Two different DR values in the Basic Set would go against "real-world values" the system uses. The importance of ST in a game world varies so much that it's easier not to comment on it on the Basic Set
GURPS already have two tiers of damage output for low-tech fighters through Weapon Master and higher point budget to buy ST. You just need something similar.
Anonymous
10/24/2025, 10:03:42 PM
No.96832813
[Report]
>>96833412
>>96828684
I would prefer it if they simply had a bonus or penalty to parry for such weapons, rather than the weird combination of bonus, penalty, fencing, and unbalanced.
>you're old
What's funny about this is that the leftist social revolution peaked about a decade ago, so actual zoomers and younger are less likely to identify as non-binary, use neutral pronouns, etc. Middle-aged people and a few confused boomers are the only ones who think the youth are still into that. In classic SJG style, they missed the trend by years.
>>96831802
Are they cutting the 'iconic' characters? They seem incredibly pointless and have never been referenced in another book, as far as I remember.
Anonymous
10/24/2025, 11:25:32 PM
No.96833412
[Report]
>>96832813
>I would prefer it if they simply had a bonus or penalty to parry for such weapons, rather than the weird combination of bonus, penalty, fencing, and unbalanced.
That'd definitely be more ideal. Makes the different weapons feel more unique instead of the current system of "Needs a shield" for the one handed unbalanced weapons or "Is basically unusable" for the two handed ones. Especially since bonuses and penalties are so rare in the current system, and fencing weapons certainly exist.
According to the GURPS line editor, the following are signs of a flawed society:
>contains minorities
>keeps records of convicted criminals
>distinguishes between children and adults
>distinguishes between people and domestic animals
>distinguishes between normal people and literal monsters
>distinguishes between the living and the dead
Anonymous
10/25/2025, 1:27:07 AM
No.96834149
[Report]
>>96834021
Based
Cringe
Cringe
Cringe
Cringe
Cringe
1/6
Kromm is an incredible faggot. Poor guy.
Anonymous
10/25/2025, 1:51:43 AM
No.96834310
[Report]
>>96834021
>they should be working toward buying off their bigotry
>flawed heroes are not allowed to exist
>you can't have a heroic dwarf that hates elves he must become a clone of gimli every time
this is what these people believe huh
Anonymous
10/25/2025, 3:48:28 AM
No.96834899
[Report]
>>96835788
Speaking of spears, can you use a spear to increase your reach for casting spells like a staff?
Or does putting a metal point on the end instead of a knob disrupts the magic needed?
Anonymous
10/25/2025, 5:12:42 AM
No.96835269
[Report]
>>96829567
>At least they're not trying to push xer/fer or whatever new pronoun a bored american teen comes up with or modifying appearance rules to make it unisex or something ridiculous like that.
This is the step in between normal and that, though. It's slow boiling a frog.
I think they should release an edition that replaces every instance of 'she' with 'the whore' and every instance of 'cripple' with 'retarded'.
Anonymous
10/25/2025, 6:11:56 AM
No.96835507
[Report]
>>96835309
>you receive a majorly retarded wound
Anonymous
10/25/2025, 7:12:48 AM
No.96835700
[Report]
>>96835309
I would pay the $1000+ for the complete collection with those edits.
>>96834899
It needs to be all organic so a bone-tipped spear is a-ok
>>96834021
Are you able to read? He says being stigmatized is the sign of a flawed society and not about yourself. That is why it's a social disadvantage and not physical or mental.
So being female in a society that doesn't give females autonomy is a disadvantage not because you're female but because of your place in society.
Another social disadvantage, for example, is being poor. You're not essentially poor. You are poor because of your place in society.
So no, containing minorities or keeping records of criminals are not signs of a flawed society. Stigmatizing them is. A minority group is made by society not by any essential quality, and the ingroup can expand. Not too long ago, women could not vote, Italians and Irish weren't considered white and were stigmatized. Going further back, the same was true for Germans.
Anonymous
10/25/2025, 8:55:37 AM
No.96835980
[Report]
>>96835880
>So being female in a society that doesn't give females autonomy is a disadvantage not because you're female but because of your place in society.
nta but it should also give you a Strength and IQ penalty so really it would be both.
Anonymous
10/25/2025, 9:05:11 AM
No.96836008
[Report]
>>96835788
>all organic
or diamond tip
Anonymous
10/25/2025, 9:38:48 AM
No.96836066
[Report]
>>96835880
A healthy society stigmatizes the scum who don't respect the rights of others. Why should you ever trust someone who's proved they'll harm others for illegitimate reasons?
Anonymous
10/25/2025, 10:35:11 AM
No.96836199
[Report]
text in Combat Resolution gonna be tiny! so much fun to make though
Is it right to assume that if you roll 15 in the Critical Head Blow Damage, the HP loss is (maximum roll minus DR) * 4 ?
On some other rolls in the table it uses notation like "normal damage" and "normal head-blow damage" which is confusing and could mean the x4 wounding modifier from a head blow may not apply for a "normal damage" versus a "normal head-blow damage".
Anonymous
10/25/2025, 1:46:08 PM
No.96836805
[Report]
>>96839455
>>96836416
"Damage" is not the same as "Injury", "Damage" is the basic unmodified roll before DR, wounding modifier and whatever else might impact the final result. "Injury" is what's actually subtracted from HP after penetrating DR, applying wounding modifiers and getting through supernatural weaknesses/resistances. Whenever the crit tables specify "Damage" it means you either use a regular roll as normal ("Normal damage") or treat it as if you rolled maximum possible damage (Result 15 "The blow does maximum normal damage")
Anonymous
10/25/2025, 1:56:00 PM
No.96836833
[Report]
>>96835788
Shaman with bone tipped spear gives a really cool mental image so I'll go with that, thanks.
Anonymous
10/25/2025, 1:59:35 PM
No.96836843
[Report]
>>96839411
So you need double ST to wield a two-handed weapon one-handed without it becoming unready.
But if I'm using KYOS, shouldn't that change a bit? Since you now can carry way more if you have like 15 ST compared to before?
Or more like the weapon ST requirements should change?]
I'm thinking of going with 1.5 ST to two-hand it at no penalties, and 1.25ST to two-hand it with it becoming unready while using KYOS.
According to kromm, the +2 to parry from staff can be applied to any reach polearm and spear that isn't unbalanced, which is basically just the spear.
But if I make a dwarven halberd for example, that's not unbalanced.
I think it would be fair to allow dwarven hafted weapons used with the staff skill to get the +2 to parry.
What do you guys think?
>>96836962
Seems like it could make them inordinately powerful, especially when considering things like grip and reach mastery.
Anonymous
10/25/2025, 2:51:47 PM
No.96837046
[Report]
>>96837085
>>96836996
They do cost x5 when you do this.
Anonymous
10/25/2025, 2:59:11 PM
No.96837078
[Report]
>>96836962
Sounds reasonable enough.
>>96836996
They can't block and it doesn't benefit dodge, so it's still more vulnerable to ranged attacks than a blade and board fighter.
Anonymous
10/25/2025, 3:00:26 PM
No.96837085
[Report]
>>96837500
>>96837046
Yeah but money is ultimately a fairly low bar to clear, especially since polearms are dirt cheap to begin with. Going by LT, a fullsized halberd is only 150 dollars; so you're only spending 750 on the thing. It's even less money if you go with a dueling halberd instead.
Anonymous
10/25/2025, 4:53:36 PM
No.96837500
[Report]
>>96837652
>>96837085
Remember that +2 to parry comes from using the balanced hafted weapon with the Staff skill. So you will also need Weapon Adaptation perk to use Polearm weapons with Staff skill.
If you want to take attack with Polearm skill and then switch to Staff to defend, you will also need the Form Mastery perk for a specific weapon. A nice side benefit is that it also works as Reach Mastery, as changing reach with Staff skill is free action.
Then there's the -4 default from Polearm to Staff, so to actually enjoy better parries you need to buy it up.
Anonymous
10/25/2025, 5:23:52 PM
No.96837644
[Report]
I take it back. I don't want Xing La gone bros.
Everyone on the first page is trying hard to be badass, meanwhile this goofball is just having a good time.
Anonymous
10/25/2025, 5:25:52 PM
No.96837652
[Report]
>>96837972
>>96837500
Sure, but if you're taking advantage of this; you probably have that in mind and already building your character around getting those perks or just straight up buying some staff skill
>>96837652
I, the original poster, was asking as a gm, to understand the rules, currently none of my players use polearms.
Its all axes, swords and maces.
Anonymous
10/25/2025, 7:04:08 PM
No.96838239
[Report]
>>96838371
>>96837972
I suppose if everyone's already built their characters then it's not a big deal and that's how it would work by a RAW interpretation yes.
Anonymous
10/25/2025, 7:26:11 PM
No.96838371
[Report]
>>96838239
Right, good to know, thanks.
Anonymous
10/25/2025, 7:50:35 PM
No.96838489
[Report]
>>96838540
>>96837972
>maces
Based. Maces don't get enough love.
Don't forget about Knockback!
Anonymous
10/25/2025, 8:00:40 PM
No.96838540
[Report]
>>96838561
>>96838489
>Knockback
One of the fights the players were in was won entirely because of the knockback, they managed to send a demon that was resistant to physical damage down a cliff with a big mace hit.
Anonymous
10/25/2025, 8:03:31 PM
No.96838561
[Report]
Anonymous
10/25/2025, 10:56:14 PM
No.96839411
[Report]
>>96839763
>>96836416
As far as I can tell, there is no difference between 'normal head-blow damage', 'normal damage', and 'damage' in that context.
>>96836843
It should be a flat increase to required ST, due to logarithmic scaling. Figure out what increase in ST would be needed to increase Basic Lift by the same amount, and work from there. I think that means 'double ST' becomes '+6 ST'.
Anonymous
10/25/2025, 11:01:23 PM
No.96839455
[Report]
Anonymous
10/25/2025, 11:40:16 PM
No.96839763
[Report]
>>96839411
>It should be a flat increase to required ST, due to logarithmic scaling. Figure out what increase in ST would be needed to increase Basic Lift by the same amount, and work from there. I think that means 'double ST' becomes '+6 ST'.
Thanks, this makes it easier to understand.
I'll be running GURPS Dungeon Fantasy on Friday evenings, around 7 PM EST (UTC-4). I'll use the D&D Basic Module B2: Keep on the Borderlands and its setting Mystara from the original Gazetteers and the Capcom videogames. Mostly Hack-and-Slash. You don't have to read about the setting at all.
I'd like to try Dungeon Fantasy so anything related to the line is approved. I'm a terminal GURPSfag but this time around it's Basic Set only (and Magic for the wizard). If you're want to try out Tactical combat this is a good chance to start.
Voice game. First session will be next Friday (October 31st). You can DM me on Discord if you're interested facu4442.
Anonymous
10/26/2025, 2:09:20 AM
No.96840624
[Report]
>>96840667
>>96840621
You forgot to mention the point budget.
Anonymous
10/26/2025, 2:09:56 AM
No.96840627
[Report]
>>96840667
Anonymous
10/26/2025, 2:18:54 AM
No.96840667
[Report]
>>96841162
>>96840624
As per Adventurers 250/-50 with a -5 quirk limit on top of that. The enemies will outnumber you so I think it'll be a fair starting point budget, and if you're not careful the monsters will fight dirty as per the module.
Starting wealth is $1,000.
>>96840627
thanks
>>96840621
How long is this adventure?
Anonymous
10/26/2025, 2:23:40 AM
No.96840981
[Report]
>>96840621
I'd absolutely love to play but I don't have time. Best of luck, and please write up AARs here!
Anonymous
10/26/2025, 3:00:07 AM
No.96841154
[Report]
>>96840950
You could nail the caves of chaos in six sessions, but that leaves good chunks of the dungeon unexplored, and ignores pretty much all of the extra wilderness adventures.
This estimate includes some wandering around, but no major setbacks like someone losing any body parts, or dying.
Anonymous
10/26/2025, 3:02:54 AM
No.96841162
[Report]
>>96840621
>>96840667
I've run the B2 3 times in 3 different systems so I can tell that you made an excellent choice of module.
Also, standard 250 DF adventurers will crush a non-modified Caves of Chaos, fyi.
>>96840950
B2 is rather long.
Anonymous
10/26/2025, 3:09:37 AM
No.96841196
[Report]
>>96840621
If you're running on mystara for real, this might be of use.
How should I price moving the brain from the skull to the torso? Like a humanoid robot whose CPU is stored in its body. Destroying the head knocks out most of its senses, but doesn't actually "kill" the robot.
Anonymous
10/26/2025, 4:52:50 AM
No.96841689
[Report]
>>96841664
Price it as removing vitals, because you've just replaced vitals with brain.
Anonymous
10/26/2025, 5:06:44 AM
No.96841739
[Report]
>>96841664
As far as I can tell, that's a 0-point feature. A bunch of humanoid robotic bodies host the controlling computer in their chest rather than their head and it's never noted.
I guess ultimately moving the head down there is only a trick that'll work once, and only against an ignorant enemy. You can armor the chest more easily than the head, but the chest is also hit more frequently and more easily in combat; in a realistic game, I would copy the 1-in-6 chance some torso attacks have to hit the vitals to have the same chance to hit the brain. Even in games without the free chance to hit the brain on a normal hit, I don't think the move gives enough of an advantage to really warrant charging points, especially if the head is still where all the sensors are (total blindness and deafness on head destruction is not, in practice, all that different from death on head destruction, since the former will very quickly lead to the latter after all).
If the chance of succeeding at a roll vs skill level 12 is 75 percent or whatever it actually is, what are the chances of succeeding the same roll twice in a row? I suck ass at statistics, give me a hand gurpsgen.
Anonymous
10/26/2025, 9:53:22 AM
No.96842710
[Report]
>>96842740
>>96842621
Odds of success when rolling vs 12 is 74.1%.
Two successes = 0.741 * 0.741 = 0.549
The chancd of succeeding both rolls is 54.9%
Anonymous
10/26/2025, 10:01:01 AM
No.96842740
[Report]
>>96842710
Someone else, verify this for accuracy. It sounds right.
Anonymous
10/26/2025, 10:09:13 AM
No.96842770
[Report]
In 3rd edition Vehicles, is there anything specific that needs to be done to reflect an aircraft having a "buttoned up" armored canopy as opposed to a conventional transparent one? Vision on p.25 is the only thing I've found to describing windows, and the example vehicles only list "No windows" as a descriptor to Poor vision.
Such a feature would also be implicit to stuff like tanks, but it seems like windows should be ignored in the design process.
Anonymous
10/26/2025, 10:14:33 AM
No.96842791
[Report]
>>96842621
Your odds of rolling less than or equal to a number on a roll of 3d6 is always the same. Roll it 1 or 10 times, the odds never change. It's your odds of repeated success that goes down with each throw.