05-20-2007, 01:32 PM | #1 |
Join Date: Feb 2005
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GURPS Simplified
In order to speed up combat (particularly ranged) I'm thinking of simplifying the range modifiers and making them something like -1 per 1/10 of the weapons 1/2D. Has anyone tried something like this and if so what was it like?
(PS I know this is horribly unrealistic and bordering on blasphemy but its mainly a cinematic game anyway) |
05-20-2007, 01:42 PM | #2 | |
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Re: GURPS Simplified
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05-20-2007, 02:04 PM | #3 |
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Re: GURPS Simplified
Something I had done, in 3e, eons ago, to simplify the range chart was that each player had a range chart based on their DX. Higher DX characters were more accurate at longer ranges.
I only used it in over-the-top games, never in anything approaching reality. |
05-20-2007, 02:59 PM | #4 | |
Join Date: Aug 2005
Location: Denmark
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Re: GURPS Simplified
I tried to make something similar once. In the end I didn't use my method as it wasn't really any easier than the normal rules. However, in the same thread other posted their ideas. I think the one I like best is:
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05-20-2007, 06:07 PM | #5 | |
Join Date: Jul 2005
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Re: GURPS Simplified
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I like something similar to what one poster quotes below from Toadkiller_Dog. It is like the old classic Traveller Range Bands. Close 2 yd Short 5 yd Medium 50 yd Long 100 yd Very Long 500 yd Extreme 1000 yd Use the range modifiers off the chart for the range in question. It makes for some big point breaks but also means PCs are rarely moving up just to take advantage of getting a better range modifier. When they do, it really does make a difference though under this scheme. This works best in a cinematic game, and that appears to be where you are going. I also use pre-calculated damage, where the average damage is calculated for each weapon. Use that damage unless one of the following occurs: a) Critical (success or failure) b) A major adversary is in play c) Armor is impenetrable using average damage, but could be breached using regular rolled damage. Less dice rolling, more fulfilling. When you've got dozens of unnamed mooks on the map, the last thing you need is to roll damage for every single one. That's no way to play out a cinematic combat. The battle needs to maintain a fast and furious pacing. - james (aka griffin) Last edited by griffin; 05-20-2007 at 06:08 PM. Reason: fix name Toadkiller_Dog |
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05-20-2007, 06:26 PM | #6 | |||
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Re: GURPS Simplified
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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05-20-2007, 08:13 PM | #7 | |
Join Date: Jul 2005
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Re: GURPS Simplified
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How about a -0 for "short range" -5 for "medium range" and -10 for "long range" and determine short-medium-and long through the storytelling. :) |
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05-20-2007, 09:45 PM | #8 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS Simplified
About the only thing to recommend about HoL (Human Occupied Landfill) was the "range table", which was a series of pictures showing you what the ranges looked like. Extreme close range was a shot of the guys eyeball, close was a head-and-shoulders portrait, medium showed he was tied to a stake, extreme long showed he was being dragged behind an aircraft...
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05-20-2007, 11:13 PM | #9 |
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Re: GURPS Simplified
When I want to speed up things, especially combat, I simply use the task difficulty modifiers table. Is the shot average (+0), unfavorable (-2), hard (-4), very hard (-6), nearly impossible (-8) or impossible (-10)?
Indeed, range is only one factor among many others (target's size, movement, visibility...) and looking at the range table is quick enough. Looking at this table and adding all other modifiers is what slow down combat. So, using a single rough modifier really speed up the game. A character is trying to shoot a man who is running and zigzaging 10 yards away in a foggy forest with his magnum 44? Nearly imposible, -8. Usual rules would have say -4 (range) +2 (Acc with one turn of aiming) -4 (cover: trees) -2 (fog)... Remember that GURPS is made to be as fast-moving or as detailed as you like. So, if you really need to speed up something, forget all the modifiers given in the rules an just use the task difficulty modifiers table. You will have a game as quick as Call of Cthulhu. |
05-20-2007, 11:18 PM | #10 | |
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Re: GURPS Simplified
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