03-23-2014, 02:09 AM | #1 |
Join Date: Aug 2009
Location: OK
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DJ's Gaming Blog
I have my own blog. I'm posting stuff.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
03-23-2014, 02:10 AM | #2 |
Join Date: Aug 2009
Location: OK
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Re: DJ's Gaming Blog
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. Last edited by ErhnamDJ; 03-23-2014 at 02:20 AM. |
03-23-2014, 03:53 AM | #4 | |
Join Date: Apr 2005
Location: France
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Re: DJ's Gaming Blog
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Everyone who knows me also knows that I use very few house rules (if any) and that I almost always support rules as written (because I find them very clever and consistent). But I am often puzzled with official GURPS skill list. As you noted it, some skills are very detailed while others are very broad. For things like Housekeeping, this is not really important. Housekeeping is just a background skill or something that a character can take to be able to invite important non player characters at home without risking turning as red as a beetroot... But for some others, this is very strange. Why does a scientist who takes Physics know all topics of this very wide science while an archaeologist will have to learn different skills for History? And why is a man who knows Saber so clumsy when using a cavalry saber (which requires the Broadsword skill)? This sound strange, very strange, and eventually gives a very huge skill list which is not at all intuitive. |
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03-27-2014, 01:37 AM | #5 |
Join Date: Aug 2009
Location: OK
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Re: DJ's Gaming Blog
GURPS House Rules: Hit Location Penalties
Something from my notes while I work on the familiarity penalties.
__________________
"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
03-29-2014, 01:24 AM | #6 |
Join Date: Aug 2009
Location: OK
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Re: DJ's Gaming Blog
GURPS House Rules: Influence Skills Examined
A brief explanation of why I changed the influence skills how I did.
__________________
"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
03-29-2014, 09:21 AM | #7 | |
Join Date: Dec 2008
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Re: DJ's Gaming Blog
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Aside from that though, I think you summed up the issue perfectly. I love how GURPS lets you represent anything under the sun and all, but I think a lot of the skill list was grandfathered in from 3rd Edition and they didn't consider which skills could be merged or rolled together. While I disagree with a few of Erhnam's proposed changes, (for instance, I like the diversity of having different classes of melee weapons with their own skills, with some exceptions like Polearm and Two-Handed Axe/Mace which I think have poor distinctions between each other) I think he has a very sensible method of rolling things like Falconry into Animal Husbandry. I myself had a hard time learning all of the skills in GURPS purely because sometimes the leaps in logic required don't make any sense. I still don't fully understand how the writers intended me to use skills like Soldier, Leadership or Observation - I have my own definitions of those skills for use in my games, but it would be really nice if they were named more clearly or rolled into skills that explain them better.
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03-29-2014, 05:42 PM | #8 | |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: DJ's Gaming Blog
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Would you simply determine the size of said sub-location—like the shoulder, the chest, the ear, etc.—and assign it a penalty directly, or would you "Default" it off of the host location? What about strikes to "veins and arteries"? What about the random chance to hit the vitals on a torso hit, or a vein/artery on a neck or limb hit? What about strikes to the spine, both deliberate/targeted and incidental (i.e. random chance from striking someone in the back)? |
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03-30-2014, 12:20 AM | #9 | |||
Join Date: Aug 2009
Location: OK
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Re: DJ's Gaming Blog
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If I was going for strict realism, I would probably separate the vitals into chest and abdomen, and give the chest vitals a chance to get a point of DR from the ribcage. Maybe a fifty percent chance. For the incidental strikes, I think the incidence of vitals hits is too high. Maybe lower it to a 5 or lower on 3d6. I'll have to think about the spine and the other new locations from Martial Arts. I was only considering the Basic Set locations. I do have different rules for the neck. I'll see about incorporating the artery and the spine and writing those up.
__________________
"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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