Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 01-10-2007, 01:24 PM   #31
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...

Quote:
Originally Posted by Molokh

Well, yeah. But that's why I said mostly 4e in the title.
I don't think you're coming clean. Looking at your list, none of these judgment calls are new in 4e. Where 4e varies the old rules, it generally improves on them and makes them more realistic.

Quote:
Overland Hiking
. . . uses exactly the same numbers as 3e, but adds a scaling factor so that somebody with Move 6 can walk further than somebody with Move 5 -- i.e., it's 10 x Move instead of a flat 50 miles, but the basic, no-encumbrance hiking distance for somebody with Move 5 is still 50 miles, just as in 3e. And with the way 4e encumbrance degrades Move, the encumbered levels follow in lockstep. Moreover, the factors for roads, weather, etc., all come from 3e as-is, and The Hiking skill gives the same +20% that it did in its 3e form (see, for instance, Imperial Rome). Perhaps 3e was cinematic, but 4e isn't any worse and at least realistically acknowledges that faster people can travel further in a day.

Quote:
Acrobatic Dodge
This existed in 3e, and didn't call itself "cinematic" there, either. The 4e +2 is larger than the printed +1 for 3e, but the original bonus was +2 in 3e, too; +1 was an erratum in later works.

Quote:
Cultural familiarities
In fact, as Compendium II summarized from earlier works, the -3 to certain skills in a foreign culture existed in 3e. And in 3e, it cost 0 points to buy off -- it was a kind of familiarity gained for free in something between a month and a year. In 4e, it actually costs points and takes on average 200 hours put in as 4 hours of OTJ trainining a day. So it's harder to acquire and probably more realistic in 4e.

Quote:
Night Vision as a Mundane Advantage
In 3e, Night Vision that eliminated all darkness penalties less than those for total darkness was a basic advantage that anyone could have. It wasn't segregated as a racial or super advantage. In 4e, it's almost the same except that now you can have lesser, more realistic levels as well as total Night Vision.

Quote:
Peripheral Vision as a Mundane Advantage
This is completely identical to the 3e situation. The trait wasn't noted as being special in any way in 3e, and had identical rules effects.

Quote:
Computer Programming
Another one that didn't change. The only real difference is that 4e says "-2 or worse" and 3e says "-5 or worse" for an unfamiliar language. And I'd argue that 4e has the more realistic rule, because I personally know that there are some languages that aren't -5 worth of different. (And both "-2 or worse" and "-5 or worse" allow for -5, -10, or even -20 if you happen to need it.)

Quote:
Firearms: Attack (and Dodge) vs. All-out Attack
In 3e and 4e alike, dodge worked just fine against firearms. In 3e, All-Out Attack didn't work with firearms, though; it explicitly required a hand (melee) weapon and "not a missile or thrown weapon." At least in 4e you get some benefit for dedicated shooting without dodging, even if you think it's too small. All told, I think that 4e has the more realistic rule.

Quote:
'Bullet Precognition', i.e. the right to choose whether to use Active Defenses while Aiming/Concentrating after looking whether the opponent hits with his/her shot.
No different from 3e. You no more had to declare defenses before the attacker rolled in 3e than you do in 4e.

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.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is online now   Reply With Quote
Old 01-10-2007, 01:29 PM   #32
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...

Quote:
Originally Posted by Quinlor

I think this is more an issue with resolution than with realism. Knowing a language is only one aspect of programming, and I would regard it as a minor one. I myself (and many other programmers) found it rather easy to switch to other languages.
So the default between the different specialisations would be rather good (at most -2, more likely -1). Given how broad many GURPS Skills are, I don't think that would be worth any added rule.
Indeed, as written, the familiarity rules apply between programming languages. These allow a -2 or more for differences. However, we had several career programmers in the playtest who objected to our attempt to require language or even paradigm specialties in 4e where we didn't in 3e. It was made amply clear that treating different languages as separate specialties of Computer Programming would be like treating different handguns as specialties of Guns instead of having just a Guns (Pistol) skill, or like treating different street cars as specialties of Driving instead of having just a Driving (Automobile) skill. In the end, we relented and made Computer Programming a general skill with languages as familiarities, on the grounds that full-blown specialties would be unrealistic.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is online now   Reply With Quote
Old 01-10-2007, 01:34 PM   #33
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...

Re: Peripheral Vision
Quote:
Originally Posted by Dormammu

This is one of those things that is so hard to "fact check" that I assume the rules are just making a best guess. I also like Icelander's view that it incorporates the random chance of your head shifting at the right time. For most people, this should work fine but if you don't like it... don't allow it!
The advantage certainly doesn't automatically assume "bug eyes." It assumes superior situational awareness and the discipline to keep scanning for threats even under fire; e.g., by doing quick shoulder checks. It's intended for career warriors and nervous rogues who are always checking their backs. Those with bug eyes can take it as well, but the game doesn't distinguish between training and physiology here . . . these are special effects of how you ended up with the trait.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is online now   Reply With Quote
Old 01-10-2007, 02:03 PM   #34
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...

Quote:
Originally Posted by Kromm
I don't think you're coming clean. Looking at your list, none of these judgment calls are new in 4e. Where 4e varies the old rules, it generally improves on them and makes them more realistic.
Hey, I'm not claiming that 4e got worse (I did, and probably at some point will again, do that in other threads though). I'm merely saying that I'm currently focusing on the new edition. Some issues are relevant in both. Guess I shouldn've have added that thing. More trouble than use.
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 01-10-2007, 06:10 PM   #35
Rupert
 
Rupert's Avatar
 
Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...

Quote:
Originally Posted by Molokh
Umm, the issue is that Not dodging while shooting a firearm gives +1. You could as well say that dodging while shooting conferes a mere -1 to skill. And that's whether you're dodging a bullet or a sword (and thus probably Retreating too...).
That's a one point difference between your basic 'bring gun up and shoot' and 'bring gun up and shoot while moving a bit'. Moving a lot adds more penalties, and actually aiming carefully gives more bonuses. The full range of hit modifiers for movement and concentration are much broader than just that one point.
__________________
Rupert Boleyn

"A pessimist is an optimist with a sense of history."
Rupert is offline   Reply With Quote
Old 01-10-2007, 06:41 PM   #36
David Johnston
 
Join Date: Oct 2006
Default 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.
David Johnston is offline   Reply With Quote
Old 01-10-2007, 06:43 PM   #37
Ze'Manel Cunha
 
Ze'Manel Cunha's Avatar
 
Join Date: Jan 2005
Location: Stuttgart, Germany
Default Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...

Quote:
Originally Posted by David Johnston
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.
Perfect justification for Paranoia or a mild OPH.
__________________
Violence, naked force, has settled more issues in history than has any other factor, and the contrary opinion is wishful thinking at its worst. -RAH
Ze'Manel Cunha is offline   Reply With Quote
Old 01-10-2007, 11:26 PM   #38
eddie
 
eddie's Avatar
 
Join Date: Feb 2005
Location: Ayden, North Carolina, USA, North America, planet Earth, Sol system, Milky Way, the Universe
Default Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...

Quote:
Originally Posted by Molokh
Night Vision as a Mundane Advantage. Sure, humans can have better or worse night vision, but cats have a level of 5 by RAW, while Kromm said that being mundane, NV can be taken up to level 9 by humans.
Personally, I can see fairly well in light which others I know have difficulty with, and I assure you, with the exception of some of my interests, I am quite mundane.

Quote:
Originally Posted by Molokh
Peripheral Vision as a Mundane Advantage. Please explain how can a human eye have a 270° arc of vision? That requires bug-eyes...
My copy of Basic says that Peripheral Vision is 240 deg., not 270.

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.
__________________
Веселитесь

- Eddie
eddie is offline   Reply With Quote
Old 01-10-2007, 11:46 PM   #39
Extrarius
 
Extrarius's Avatar
 
Join Date: Feb 2005
Location: Psionic Ward
Default Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...

Quote:
Originally Posted by Molokh
Realism, of course.[...]
As a programmer, I can definitely say that I can understand a program written in just about any sane[1] programming language IFF I have access to a manual that describes the language and libraries being used. With access to the internet, I essentially have access to the manual for all sane languages and many others. Of course it would take more time to figure things out, and it could take a LONG time to be able to easily write programs in a new language, but that is all easily handled by the familiarity rules.

[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.
Extrarius is offline   Reply With Quote
Old 01-11-2007, 03:23 PM   #40
tbone
 
tbone's Avatar
 
Join Date: Aug 2004
Default Re: Things that were done 'Cinematic by default' in GURPS (mostly 4e)...

Quote:
Originally Posted by Molokh
Hey, I'm not claiming that 4e got worse
Molokh, I think Dr K misread your intent (something probably easy to do when beseiged by daily swarms of "summoning Kromm!" calls... : )

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!)
__________________
T Bone
GURPS stuff and more at the Games Diner: http://www.gamesdiner.com

Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated)

(Latest goods on site: GLAIVE Mini levels up to v2.4. Update to melee weapon design tool, with more example weapons and commentary.)
tbone is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:59 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.