12-07-2017, 03:50 PM | #11 | |
Join Date: Jun 2013
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Re: Innate Attack: Fixed 2 damage cost?
Quote:
Elsewhere in that issue, you get a system that condenses the wide number of Guns specialties down into something more feasible (and realistic), Bard Song style skills for battlefield commanders and some excellent options for characters coordinating their attacks and similar, and some new interesting ideas for designing campaigns (like Kromm's Buckets of Points, where you split up the points a character gets at creation into specific realms to better guide character creation). There's also some oddities, like a "Take 11" option (comparable somewhat to DnD's Take 10 rule), and expansion of the complementary skills idea, and even some useful lists of modifiers for common uses of skills. If you have issues with DX-monkeys having ridiculous defaults for DX-based skills (or similar for IQ-based skills), there's a system to make defaulting from an attribute less problematic (although personally I think it goes too far, and feel it works well for actual defaulting, while normal GURPS rules are better for buying up skills). Personally, I felt Natural Weapons alone was worth the issue.
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12-07-2017, 07:30 PM | #12 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Innate Attack: Fixed 2 damage cost?
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12-07-2017, 07:34 PM | #13 |
Join Date: Jun 2013
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Re: Innate Attack: Fixed 2 damage cost?
I suppose I recommend that article enough for it to look that way but, no, I've yet to write anything for Pyramid.
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