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Old 07-03-2012, 09:47 AM   #1
Figleaf23
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Default [Speculation] GURPS 4.5e

I've heard no rumours or discussion of a GURPS 4.5e.

But let's ruminate speculatively -- if there were a plan for a GURPS 4.5e, what fixes or adjustments would you propose or expect.

Remember, this is for a theoretical 4.5, not 5e, so no major system overhauls or philosophical changes, just bit modifications or fixes that can be done discretely.
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Old 07-03-2012, 09:49 AM   #2
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Default Re: [Speculation] GURPS 4.5e

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Originally Posted by Figleaf23 View Post
I've heard no rumours or discussion of a GURPS 4.5e.

But let's ruminate speculatively -- if there were a plan for a GURPS 4.5e, what fixes or adjustments would you propose or expect.

Remember, this is for a theoretical 4.5, not 5e, so no major system overhauls or philosophical changes, just bit modifications or fixes that can be done discretely.
You can find a topic similar to this here.
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Old 07-03-2012, 10:32 AM   #3
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Default Re: [Speculation] GURPS 4.5e

There are not very many changes that I would suggest, but here they are:

Fix the random hit location table such that groin is not hit so often or simply change groin into abdomen and rework the rules for abdomen/groin shots.

Fix scaling of weapons such that it is more universal and contained in the core book.

Fix the default magic system, as many spells are poorly adapted to 4E. Note that I never use it anymore, as the alternate systems seem to work better for things, depending on the setting. For example, magic-as-powers works really well for straight-up predefined spellcasting, and syntactic magic and realms magic work well for on-the-fly stuff.
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Old 07-03-2012, 11:08 AM   #4
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Default Re: [Speculation] GURPS 4.5e

There's a lot of wonkiness with Affliction, IMO, and several other advantages that should be repriced, like Restoration and Unaging.

And I think there have been some changes to techniques that could be folded back into the core book.
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Old 07-03-2012, 11:24 AM   #5
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Default Re: [Speculation] GURPS 4.5e

Repricing certain advantages.
Assess a penalty to do things while grappled rather then make it impossible.
Fix scaling.
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Old 07-03-2012, 11:34 AM   #6
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Default Re: [Speculation] GURPS 4.5e

A more consistent ST damage table where average damage per point of ST is more constant.
A better way of handling blunt trauma.
Armor and weapon weights from Low-Tech. Hiking rules from High-Tech.
Sizing rules for equipment. Relative size affecting attack rolls made explicit.
Infinite Worlds chapter ditched for a little bit more equipment. Computer rules in the main text. A few example poisons and diseases. Trap rules from DF2 with examples.
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Old 07-03-2012, 11:36 AM   #7
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Default Re: [Speculation] GURPS 4.5e

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A more consistent ST damage table where average damage per point of ST is more constant.
Oh yes. One of the problems with ST is that its damage is priced incorrectly compared to crushing damage. There are a few fixes for this floating around. Pick one, make it official.
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Old 07-03-2012, 12:02 PM   #8
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Default Re: [Speculation] GURPS 4.5e

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Originally Posted by Rasputin View Post
Trap rules from DF2 with examples.
Isn't that a little genre specific? Why not the special rules for Taunts and Backstabs too?

OTOH, I think the rules for BAD (and the similar ...With Spikes) as well as the A Little Help From My Friends and Complementary Skills rules probably ought to be core (or at least in a Skills Power-Up).
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Old 07-03-2012, 12:08 PM   #9
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Default Re: [Speculation] GURPS 4.5e

Quote:
Originally Posted by Rasputin View Post
Infinite Worlds chapter ditched for a little bit more equipment. Computer rules in the main text. A few example poisons and diseases. Trap rules from DF2 with examples.
Ditch the DF-specific stuff and put the Infinite Worlds stuff back in.
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Old 07-03-2012, 12:14 PM   #10
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Default Re: [Speculation] GURPS 4.5e

Quote:
Originally Posted by sir_pudding View Post
Isn't that a little genre specific? Why not the special rules for Taunts and Backstabs too?
Quote:
Originally Posted by robkelk View Post
Ditch the DF-specific stuff and put the Infinite Worlds stuff back in.
Traps are NOT DF specific, and they're already in the Basic Set. The only thing DF really adds to it is some more examples, which are certainly pretty DF-y, but traps themselves are also superheroic, superspies, special ops, and law-enforcement (gang members, drug dealers, drug labs, and crazy loners all rig up harmful or even lethal traps).

Never mind subsistence hunting traps.
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