03-03-2016, 07:10 PM | #21 | |
Join Date: Aug 2004
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Re: GURPS After the End 1: Wastelanders
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And just as for Costs HP, for double the value (-20%/level), the cost becomes per second. I suppose it would be reasonable to benchmark "per 10 seconds" in between the two, at -15%/level. (Though again, note that these last two are not options for attacks or other instantaneous abilities.)
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03-03-2016, 07:16 PM | #22 | ||
World's Worst Detective
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Re: GURPS After the End 1: Wastelanders
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03-03-2016, 07:17 PM | #23 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 1: Wastelanders
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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03-03-2016, 08:22 PM | #24 |
Join Date: Feb 2007
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Re: GURPS After the End 1: Wastelanders
Oh man, I can't wait to read this one through.
I love the templates and mutations. Edit: So far, it is terrific. Bravo, PK. I'm definitely sold on this as a series.
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GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) Last edited by Greg 1; 03-03-2016 at 08:54 PM. |
03-03-2016, 08:40 PM | #25 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: GURPS After the End 1: Wastelanders
Well, as is becoming my standard with works by PK I'm absolutely loving the crunch of the vehicle stuff and templates and disliking all of the attempts to "streamline" crunch out of the game, like RP and LFP and implying that Farming and Sewing are not appropriate skills for adventurers and that all rifles use the same 'generic' rifle ammo.
That being said, the RP and LFP rules are very good well-thought-out streamlines if you want such. But, heck, the RAW radiation rules are pretty good IMHO. And if the whole game is about survival, then to me the extra book-keeping to track the causes of FP loss are sort of part of the fun. As a minor bit of pedantry, though TL4 is a good choice I wouldn't have set a universal economic default at TL4. I would have left that a variable to be assigned to polities or communities (City Stats!), since TL5 or perhaps even TL6 are defendable levels that can be maintained by a small community as well. Then the equipment cost table on p29 would have been more like: TL+1 = x2 TL+2 = x4 TL+3 = x8 etc. I guess I just like the crunch, and dislike the simplification... I like that the standard templates are 150-points; I agree that this is a good 'heroic but not ridiculous' set point. Yet there are also many, many worked 50-point lenses for those who want more power. Really, I can't over-emphasize my absolute joy that the standard templates are not 250-point Monster Hunters demigods. And, yes, clearly starting wealth needs to be very low. I'm not so sure about totally removing Status and Wealth from the game, though. Wouldn't a town mayor or sheriff have Status? Of course, on the other hand I could never have produced any of this on my own, so I hope I'm not coming across as unappreciative. Lord knows I've been asking for ATE for a long time, and I can easily add the complexity back in while ignoring the over-the-top mutation stuff (which I also dislike but which clearly needed to be included in any coverage of this genre). So I'm now eagerly awaiting what I suspect will be the big payoff for me- ATE: Wastelands. That's where the real crunch will be, I suspect. We particularly need better Survival (incl. hunting) and Scrounging rules. Social Engineering already covered bartering pretty well IIRC, which was my other big want for the genre.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 03-03-2016 at 09:06 PM. |
03-03-2016, 08:49 PM | #26 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
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Re: GURPS After the End 1: Wastelanders
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The rules for losing fatigue for missed meals, sleep, and water just got a lot more serious.
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03-03-2016, 11:53 PM | #27 | |
Join Date: Nov 2008
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Re: GURPS After the End 1: Wastelanders
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03-04-2016, 12:15 AM | #28 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS After the End 1: Wastelanders
Well, well, well...isn't that an interesting idea...
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03-04-2016, 01:32 AM | #29 |
Join Date: Aug 2005
Location: New Orleans, LA
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Re: GURPS After the End 1: Wastelanders
I just picked this up and read it and I really like it. It's clear concise and gives you a really neat starting point. Job well done P.K.!!!
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03-04-2016, 01:45 AM | #30 |
Join Date: Aug 2004
Location: USA, Planet Earth, The Milky Way Galaxy
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Re: GURPS After the End 1: Wastelanders
Sweet! This should come in handy for my GURPS adaptation of Dungeon Crawl Classics' Peril on the Purple Planet!
Last edited by Lancewholelot; 03-04-2016 at 01:51 AM. Reason: correction |
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