01-10-2007, 01:24 PM | #31 | |||||||||
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Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...
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It sounds as though you're looking to find issue with 4e's assumptions. The fact is, 4e is either more realistic or no more cinematic than 3e for every item on your list. Perhaps you gamed 3e differently with years of house rules -- requiring people to declare defenses, for instance, or requiring specialties for Computer Programming -- but as the rules are written, my statement is correct.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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01-10-2007, 01:29 PM | #32 | |
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Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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01-10-2007, 01:34 PM | #33 | |
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Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...
Re: Peripheral Vision
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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01-10-2007, 02:03 PM | #34 | |
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Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...
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01-10-2007, 06:10 PM | #35 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...
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01-10-2007, 06:41 PM | #36 |
Join Date: Oct 2006
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Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...
Well obviously the Cultural Familiarity and Computer Programming are set up to keep those things from turning into a bottomless point sink if you want to bother with them at all. That's not "cinematic". It's not impossible in reality to learn the manners of another civilisation in 200 hours, although not everyone can do it. It's not impossible to have a wide range of Computer Programming expertise. The game just makes it maybe a little cheap. However consistency for consistency's sake is not particularly a virtue when you are trying to make a playable game.
By contrast it probably is impossible to have full Night Vision or true Peripheral Vision without turning your head all the time. Which, let's face it, looks a little creepy. |
01-10-2007, 06:43 PM | #37 | |
Join Date: Jan 2005
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Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...
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01-10-2007, 11:26 PM | #38 | ||
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Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...
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Also, while my vision might not allow me to see it well, I can usually detect motion, color or slight lighting changes slightly behind me while looking straight ahead.
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01-10-2007, 11:46 PM | #39 | |
Join Date: Feb 2005
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Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...
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[1] By sane languages, I include mostly those that were designed to be used as programming languages (C, Lisp, etc) and not languages that are difficult by design (INTERCAL, Malbolge, etc). Last edited by Extrarius; 01-10-2007 at 11:58 PM. |
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01-11-2007, 03:23 PM | #40 | |
Join Date: Aug 2004
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Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...
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I believe your intent was not "here are some cinematic rules new or unique to 4e", but was "here are some cinematic rules in 4e, whether new or carried over from 3e". Anyway, I vote for 'Bullet Precognition' as the most über-cinematic ability granted "normal" folks that I can think of. Bullet-dodging in GURPS is really two cinematic bits in one: 1) You can gauge and jump away from the invisible "path of the muzzle", even at a great distance, as easily as you can a melee weapon. 2) You don't have to get out of that muzzle's path unless and until it's been determined that the projectiles will actually hit. The first bit is easy to swallow. Sure, a muzzle's vague "direction" should be harder to gauge and move away from than an actual physical weapon, but that sounds to me like a call for a general Dodge penalty. Bullets are really deadly in GURPS, so we waive the penalty to better keep characters alive. No problem here. The second bit, though... If you were trying to create an exotic psi ability that could foretell bullet hits and misses before the gun even fired (i.e., with enough time for the target to do something about it), you'd simply come up with the normal GURPS gunfire dodging rule as it stands. There's simply no explaining it as something a non-psi could do. (Except, of course, in terms of "well, we still have fun, so don't see a need to change things." That's all the explanation a group ever needs to use any rule!)
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