07-03-2012, 01:34 PM | #21 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [Speculation] GURPS 4.5e
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Splitting out Beneficial Affliction a sits own Advantage, with its own mechanics and structure. Blessed (Heroic Feats) generalized into a self-buff Advantage. Cannot Wear Armour as a Limitation is kinda dubious. I'd like to see Distinctive Feature become worth slightly more points, and be less obsessed about a direct roll-affecting game-mechanical effect. Hero System works fine without its DF being all about plusses and minuses, for instance. Talents re-done, so that they always deal with function-performing, and never represent inborn expertise at interacting with certain categories of objects, such as e.g. Green Thumb. More talk about how Talent can be put to alternate uses, such as representing supernatural abilities or gifts, instead of an inborn function-performing gift, and also how such Talents can then have Limitations. The RAW is actually fine here. It's just that these possibilities need to be talked about in the core book. DX and IQ raised to 25 CP/level. Right now DX or IQ costs the same as 5 plateau'ed skills. With a small cost increase, DX or IQ would cost slightly more than 6 plateau'ed skills. Talk about GMs giving ad hoc modifiers (penalties or bonuses) to SCR rolls for mental disads, according to how strong or weak the stimulus or temptation is. Oh yeah, Signature Gear fixed. It's stupidly broken as is, and numeous stomachable solutions have been proposed by a variety of people. Two things I'd really like to see is to get Limited Use (uses per day) changed from a Limitation into a divisive cost modifier, because -40% for one use per day is just not enough at all, and increasing it to -60% or so has problems of its own. Also get Healing generalized so that there can be RAW-legal slow-acting versions of it, wher the healed HP arrives slowly at intervals of seconds, minutes or even tens of minutes. Probably more to come on a later post. From what I've read in here, the designers didn't have sufficient time to get everything right, and so 4E shipped with some of its subsystems crappily designed. The example I remember is Afflictions, but there may be others. Last edited by Peter Knutsen; 07-03-2012 at 01:40 PM. Reason: added a "then" to clarify. Changed an erroneous "less" to "more". |
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07-03-2012, 01:36 PM | #22 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [Speculation] GURPS 4.5e
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07-03-2012, 01:36 PM | #23 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [Speculation] GURPS 4.5e
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They were entirely theoretical, to the best of my knowledge. |
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07-03-2012, 01:38 PM | #24 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [Speculation] GURPS 4.5e
Quote:
What is Vitality Reserve? I can't remember that at all. Of course Energy Reserve should be in in a 4.5 core. Sure. What's the Skill Categories stuff you're talking about? |
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07-03-2012, 01:49 PM | #25 |
Join Date: Mar 2010
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Re: [Speculation] GURPS 4.5e
Two things:
TL's: We have 7 TL's (0-6) for past/historical/fantasy settings, 2 TL's (7-8)for the present (ish), and only 4 TL's for everything later. While I understand that the designers felt this was a good move, I have still yet to see the virtue in categorically reducing the entire range of science fiction to twice the variation seen in the 20th century alone! Vehicles / Weapons rules: I am firmly of the belief that a system like GURPS needs consistent rules across the board, even for weapons and vehicles. In 4ed, examples and approximate rules came out before any detailed rules did, and this will probably make for a rough match when the detailed rules finally appear. Once 4ed Vehicles arrives, it would be good if all other vehicles and weapons were updated to match those rules. |
07-03-2012, 01:50 PM | #26 | |
Join Date: Mar 2012
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Re: [Speculation] GURPS 4.5e
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Skill Categories is one of the free PDFs, it just lists skills in groups such as Arts, Criminal, Science, or Vehicle. It is kind of helpful for assigning skill points, but doesn't need to be included I agree that Signature Gear is stupidly broken, but can't see any way to fix it such that it works for everything from "Trademark Hat" to "Giant Transforming Robot" As far as magic goes, by all means rip out the section on spells, and put in one of the systems from Thaumatology. |
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07-03-2012, 01:52 PM | #27 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Speculation] GURPS 4.5e
It is something Kromm suggested, http://sjgames.com/gurps/faq/FAQ4-5.html#SS5.1.5
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
07-03-2012, 01:54 PM | #28 |
Join Date: Sep 2004
Location: Canada
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Re: [Speculation] GURPS 4.5e
It may be making its way into a slightly more formal context.
Just sayin.
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07-03-2012, 02:00 PM | #29 |
Join Date: Nov 2008
Location: Florida
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Re: [Speculation] GURPS 4.5e
I would like to see 4.5e be released along side 4e as an online only "live" product. The official rules would change an adapt with every Kromm Rulling, every clarification in new supplements, errata, or approved consensus (such as repricing Regrowth). I would love to see this product intergrated with Character Assistant, and be set up much like a Database Serch.
Looking for special combat rules? Well it found what you're looking for in MA: Gladiators, if you don't own it, it provides the link to e23. |
07-03-2012, 02:09 PM | #30 |
Join Date: Jun 2006
Location: Mpls, MN
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Re: [Speculation] GURPS 4.5e
Some of the basic expansions from Social Engineering, such as "Searching for People", the expanded Influence (and influencing skills), and expanded reaction tables.
A rewrite of the Psionic section to make it somewhat more user friendly, and including some of the worked examples from Psionic Powers.
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Tags |
4.5e, new skill, speculation |
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