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Search: Posts Made By: T.K.
Forum: GURPS 12-05-2016, 09:37 AM
Replies: 3
Views: 294
Posted By T.K.
Re: Supers Scaling depository for Godlike supers

The only real benefit I can foresee that would justify doing some herculian effort like this would be to keep the gameplay happening where GURPS "works 'betterest'" in the usual range of 3-4 up to...
Forum: GURPS 06-05-2016, 08:59 AM
Replies: 6
Views: 375
Posted By T.K.
Re: Reduced Duration / reverse Independent

Gurps PSIONIC Powers (p. 21) for the Reduced Duration one...
Forum: GURPS 03-18-2016, 11:08 AM
Replies: 70
Views: 3,731
Posted By T.K.
Re: Why is Flight so cheap?

Whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa?!

This doesn't even make sense...no idea where such idea would come from. Powers describe effects as having clear visual effects, not hearing ones.

That means...
Forum: GURPS 03-12-2016, 07:44 PM
Replies: 32
Views: 1,519
Posted By T.K.
Re: Are fright checks in game play too contrived?

Personally, I basically use Fright Check as a mechanical effect. I describe the reason or the situation that triggered it, but normally the check per se I directly call for a roll from the players...
Forum: GURPS 03-11-2016, 06:57 PM
Replies: 20
Views: 979
Posted By T.K.
Re: How to make a magic sword

Difficulty using spells or powers...whaaaaaaaaaaaaaaaat?!

That's by far the easiest route. Base Magic system even has spells already ready for that.

Advantages also very easy but mostly costly...
Forum: GURPS 03-11-2016, 05:08 AM
Replies: 22
Views: 1,005
Posted By T.K.
Re: Large party tips and tricks

- Combat Cards

Make ALL OF THEM make combat cards with their "go-to" actions.

They have 20seconds to deliver their combat card or perform a modified action that's not covered by their existing...
Forum: GURPS 03-11-2016, 05:05 AM
Replies: 32
Views: 1,519
Posted By T.K.
Re: Are fright checks in game play too contrived?

I think you're overcomplating a much simpler case.

You were mostly right on your scene...why is that?

The tension you created on your players with narrative is the best case scenario and you...
Forum: GURPS 03-08-2016, 09:00 AM
Replies: 11
Views: 670
Posted By T.K.
Re: Wandering Mages

Oh, I survived through the arid lands of Athas for an almost 2ys campaign irl.

Fond, fond memories...
Forum: GURPS 03-04-2016, 03:46 AM
Replies: 11
Views: 670
Posted By T.K.
Re: Wandering Mages

Mechanically, don't see this working very well.

- The first thing to me would be: tracking!

How do you plan to track all the different zones overlapping and in place for all the different...
Forum: GURPS 03-03-2016, 10:09 AM
Replies: 17
Views: 905
Posted By T.K.
Re: Deconstructing Power Blow

You're correct on the 13-23.



My reasoning for Cosmic: No Drawback is that the Pyramid article explicitly states that not only you need real considerable drawbacks of use but also that each...
Forum: GURPS 03-03-2016, 09:25 AM
Replies: 17
Views: 905
Posted By T.K.
Re: Deconstructing Power Blow

Indeed I imagined he wants a realiable power version of it, but much as you did I also thought the line of thinking would be easy from the point the Pyramid stablish in terms of rules.

That said I...
Forum: GURPS 03-03-2016, 07:53 AM
Replies: 17
Views: 905
Posted By T.K.
Re: Deconstructing Power Blow

Pyramid #3-44 Alternate Gurps II p. 15 has EXACTLY what you're asking.

It has rules to transform skills to advantages AND also has an example exactly of Power Blow conversion.
Forum: GURPS 03-02-2016, 11:30 AM
Replies: 94
Views: 4,290
Posted By T.K.
Re: Knowing Your Own Strength - Tank Smasher

Referring to Infornific post (it wasn't me who suggested the alternate pricing):

http://forums.sjgames.com/showpost.php?p=1983367&postcount=66

I believe this approach doesn't twist things too...
Forum: GURPS 03-02-2016, 03:17 AM
Replies: 94
Views: 4,290
Posted By T.K.
Re: Knowing Your Own Strength - Tank Smasher

Well, that solves or at least greatly diminishes the problem in Supers games (and even other genres) where brick types often have to tackle a lot of auxiliary powers/advantages besides the "I want to...
Forum: GURPS 03-02-2016, 02:46 AM
Replies: 38
Views: 1,586
Posted By T.K.
Re: [Powers] Using TK to Add to Normal ST

Hmmm...I always assumed you had TK skill to control your use of TK...but it's been a while that I switched to Psi Powers take on psionics, so...
Forum: GURPS 03-01-2016, 10:13 AM
Replies: 38
Views: 1,586
Posted By T.K.
Re: [Powers] Using TK to Add to Normal ST

Sorry for the long time to reply, I kinda missed what thread this was in...

By some answers, some people seem to be implying that I was saying that you can't use a broadsword at all to attack with...
Forum: GURPS 03-01-2016, 09:42 AM
Replies: 31
Views: 1,191
Posted By T.K.
Re: Getting the most out of GURPS Magic

Ah...also increase "pump-up" spells cost or limit duration...Enlarge, Transform Body, Shapeshift...
Forum: GURPS 03-01-2016, 05:31 AM
Replies: 21
Views: 606
Posted By T.K.
Re: Body of blades

Why not a stream of animated blood and the blades are floating on it all around?!

Also, forgot the name now, you could build his "arms" as such that if cut away or destroyed, he can reattach to...
Forum: GURPS 03-01-2016, 04:35 AM
Replies: 31
Views: 1,191
Posted By T.K.
Re: Getting the most out of GURPS Magic

- Better selection of spells - I'm also on the team of a better selection of spells and schools (be it through Styles or anything that makes sense to your setting) will better compose your magical...
Forum: GURPS 02-26-2016, 10:17 AM
Replies: 5
Views: 257
Posted By T.K.
Re: Extra Attack - extra maneuver?

As many already replied, Extra Attack on basic has a poor wording. If you have it, check the description on Martial and Kromm posts for much better understanding.
Forum: GURPS 02-26-2016, 06:04 AM
Replies: 94
Views: 4,290
Posted By T.K.
Re: Knowing Your Own Strength - Tank Smasher

I also believe something along this line of thinking...

As an (almost dumb) example, I can easily lift a 16kg kettlebell (girya) but no matter how hard I punch it, I'll never blow through it.
...
Forum: GURPS 02-26-2016, 05:33 AM
Replies: 142
Views: 4,819
Posted By T.K.
Re: Why is Control (Natural Phenomena) so expensive?

I believe RAW is fine.

I'm trying to show to you guys why I believe the pricing and mechanics are correct but many that replied to it disregarded my reasons as "fluff" or inconsequential for "How...
Forum: GURPS 02-25-2016, 10:29 AM
Replies: 142
Views: 4,819
Posted By T.K.
Re: Why is Control (Natural Phenomena) so expensive?

There's a very strong reason why pagan gods and most, if not all, pantheons of different religions correlate their gods to aspects of nature, seasons or portfolios containing stuff like "God of the...
Forum: GURPS 02-25-2016, 05:00 AM
Replies: 52
Views: 1,783
Posted By T.K.
Re: How to make magic use friendlier?

Standard Gurps Magic casters normally do a handfull of small effects or a few big, meaningful ones until they reach enough skill to reduce cost to maintain to zero, normally on a couple of focused...
Forum: GURPS 02-25-2016, 04:51 AM
Replies: 9
Views: 336
Posted By T.K.
Re: Bastard sword clarification RE: multiple entries.

Not quite...

"It also seems it would allow you to use your Two Handed Sword skill instead of Broadsword, sort of a representation of a different style."

is incorrect.
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