07-26-2017, 05:38 PM | #451 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What GURPS needs... now
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07-26-2017, 05:52 PM | #452 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: What GURPS needs... now
In principle, using different skills might have different difficulties, and we always assumed that using a tightly focused appropriate skill was easier than a general skill, but that can be problematic too (character A made physics by 10, character B made quantum mechanics by 3. Which is better?).
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07-26-2017, 06:04 PM | #453 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What GURPS needs... now
I really wish that character sheets and templates used the same format. That seems to be a continuing source of confusion for players, IME, and I don't really understand why they are different. Hopefully DFRPG addresses this!
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07-26-2017, 06:10 PM | #454 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: What GURPS needs... now
The problem with templates in character sheet format is that they'd be really big with all the optional stuff. You could do a hybrid sheet that includes only the mandatory traits and notes for optional stuff, but it would still add at least half a page to the length of templates.
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07-26-2017, 06:11 PM | #455 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: What GURPS needs... now
I found remarkably straight forward and easier to GM in GURPS than D&D.
GURPS wasn't my first time in the GM seat, but it was my first campaign. Quote:
I love the narrowing of focus, but hate the regulating of my focus. If that makes any sense at all. On second thought, I rewrite every template into a slightly different format when I go use them. No info changes, just a different presentation. So yeah, the massive block of impenetrably dense words and numbers is daunting. I guess? It's not like it takes more than a few minutes though... so it's not difficult or insurmountable. |
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07-26-2017, 06:12 PM | #456 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: What GURPS needs... now
I think a lot of separate GURPS skills could be condensed into broader skills with techniques. Quantum Physics being a technique of General Physics at -5, for example. Though a lot of specialties should require a single point in the technique to attempt at all.
Other examples include Alternate Guns Specialities and Techniques (Pyramid 3/65 p16) and I personally would condense all the hand to hand skills into 2 skills of Striking (Brawling, Karate, etc.) and Grappling (Wrestling, Sumo Wrestling, etc.) with the various special bonuses and moves being techniques.
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07-26-2017, 06:19 PM | #457 | |
Join Date: Jul 2008
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Re: What GURPS needs... now
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...You know, for PDF products the cost of burning some extra page space on a more readable layout seems low. But I imagine they're never going to switch out of formats designed to minimize printing costs so long as print is at all relevant.
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07-26-2017, 06:21 PM | #458 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What GURPS needs... now
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07-26-2017, 07:24 PM | #459 |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: What GURPS needs... now
I like templates, but I would change a few things about them:
- They are super dense and this makes it very hard to see what is "mandatory" what is "pick x points from", etc. I think I recall that DFRPG is going to address this? - I HATE that they include Disadvantages. I wouldn't mind a "suggested" disadvantage list after the template... but the idea that a character has to take X points in disadvantages to afford all the good stuff bothers me. And I don't like that players often think that the they have to pick from that list... often then picking disads they don't want to roleplay. - I'd like to see more uses of "lenses" INSIDE of templates, like the "motivational" lenses from Monster Hunters.
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
07-26-2017, 07:53 PM | #460 | |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Re: What GURPS needs... now
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I do agree, though, that a template shouldn't include disadvantages just to make points. If it needs the points, it should cost more, and players can take the disadvantages they want to afford it. ---- I am pondering a priority approach to character creation or templates for the next time I start up a campaign (well, next after Dungeon Fantasy, anyway - once that box shows up, my group is doing Temple of Elemental Evil, by golly). It'd involve a fair bit of tinkering to build a front end that works with the standard GURPS mechanics, which I don't want to abandon. I'd like something that strongly foregrounded the amateur/professional/expert skill ratings and average/above-average/etc. attribute ratings - in my campaigns the skill list is the densest and least-readable portion of the character sheet, and I think if the player could look at it and see that their PC is a Professional-level doctor instead of working out what Physician-14, Diagnosis-12, and Pharmacy-13 mean. It's not even a work in progress yet, though... |
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