06-24-2012, 07:04 PM | #41 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Re: Pyramid #3/44: Alternate GURPS II
GURPS authors are given limited ability in adjusting pre-existing bits of the system. There's lots of bits in Characters that should probably be adjusted in cost, but it's rare that permission is granted to do so. The rules are more lax for Pyramid, but still.
|
06-24-2012, 07:13 PM | #42 | |
Banned
Join Date: Aug 2004
|
Re: Pyramid #3/44: Alternate GURPS II
Quote:
|
|
06-24-2012, 07:14 PM | #43 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Re: Pyramid #3/44: Alternate GURPS II
Have any other of the articles tried to change the cost of base attributes? I don't think so, and I'm pretty sure there's a reason for that.
|
06-25-2012, 08:44 AM | #45 | |
Join Date: Aug 2004
|
Re: Pyramid #3/44: Alternate GURPS II
Quote:
Changing attribute costs isn't verboten per se, but -- really, like all GURPS articles in Pyramid -- it would have to be done for a specific reason. In addition, that reason has to serve a larger purpose for gaming (outside of change for change's sake); thus, "let's double the cost of all attributes, because I think they're too cheap" isn't likely to gain much traction, but "halving the cost of IQ lets you style an intelligence-based, action-secondary campaign, similar to CSI" might. [1] Also, rules changes work much better the more compartmentalized they are; if Douglas' Fatigue rules hinged on HT always being priced differently, then it might have made it less likely to be accepted, since that would keep it from being as easily ported into most campaigns. [1] The question of "Why would I use this?" is a fundamental one for all articles in Pyramid . . . or, really, even all gaming supplements. If an author can't provide a compelling reason why for features on "using a d20 instead of 3d6 for GURPS actions" or "extensive rules for child-rearing strategies," it's almost certainly going to have a problem finding enough of an audience to be worthwhile. |
|
06-26-2012, 12:38 PM | #47 |
Join Date: Nov 2007
Location: Brazil
|
Re: Pyramid #3/44: Alternate GURPS II
Do Thrown Weapons spend AP to attack with?
(I searched for it and it doesn't relate AP with thrown weapons anywhere)
__________________
Current Playing: Gurps Fantasy. Current GMing: DnD 3.5 on an original setting. Planning a GURPS Sci-Fi Campaign. |
06-26-2012, 12:41 PM | #48 | |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
|
Re: Pyramid #3/44: Alternate GURPS II
Quote:
|
|
06-26-2012, 12:44 PM | #49 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Pyramid #3/44: Alternate GURPS II
Yeah, I would charge 1 AP for an attack, 2 AP for a Committed or All-Out Attack. The key to AP usage is significant exertion. Drawing a bow, throwing an axe or knife, or swinging a sword all qualify. Pulling the trigger on a gun or crossbow or releasing a bowstring (as opposed to drawing it) probably do NOT qualify.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
06-26-2012, 03:24 PM | #50 |
Join Date: Aug 2004
|
Re: Pyramid #3/44: Alternate GURPS II
As a heads up to all previous purchasers: This file has just been updated. (Page 12 -- part of "The Last Gasp" -- was tweaked a bit, and page 28 had a couple typos corrected.)
You'll be getting an email about this later today, but for those who like to live on the "cutting edge," you can log into your e23 account and redownload it now! |
Tags |
house rules, pyramid 3/44, pyramid issues |
Thread Tools | |
Display Modes | |
|
|