01-07-2020, 04:20 AM | #61 |
Join Date: Aug 2009
Location: Poland
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Re: GURPS 4.5e
I'd like to see a re-scaling of tactical combat, so that vertical measure equals horizontal for standard minis. You know, on the map a 1-inch hex is 3 feet, but a 1-inch tall figure represents roughly a 5-feet tall combatant? I've been toying with this a lot and when I've thought I've come to terms with the RAW, simply accepting that the room seems wider than it is. But yesterday I was preparing a figure for a centaur and asked myself again: should I scale it for length or height? That's… annoying.
Close combat being in the same hex by default is also not-friendly for minis.
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01-07-2020, 05:15 AM | #62 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS 4.5e
The difficulty there is that living things are much, much better than minis at adapting their posture and balance so that they can stay upright in crowded spaces.
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01-07-2020, 06:34 AM | #63 | |
Join Date: Aug 2004
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Re: GURPS 4.5e
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But as johndallman suggests, that artificial compactness does help keep things upright and manageable on crowded maps. It also keeps metal minis cheaper (2" minis would be quite a sight - and costly, too!), lets SJG print more DFRPG minis on each sheet, and so on. If you want minis to realistically scale to the map, have you tried simply changing the map hex size? Hexes of about 0.6" would nicely fit 1"-high human minis; 0.5" hexes should work nicely too, if making the average mini a bit heroically tall. Whatever the size, smaller hexes offer a big bonus: more spacious caverns and battlefields on the gaming table. (Side note on the DFRPG minis: I'd like to see the barbarian mini scaled up to fill more of his cardboard counter. He just looks shrimpy.)
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01-07-2020, 07:57 AM | #64 |
Join Date: Aug 2009
Location: Poland
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Re: GURPS 4.5e
Yes, I did! The bases didn't fit the hexes, so the problem with close combat became "the problem with CC and Reach 1". Hence re-scaling: I've thought about 5' hexes (akin to DnD) or 6' hexes (akin to Iron Kingdoms)… You know what, I might open a new thread with all my thoughts… tomorrow, today's a busy day.
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01-08-2020, 06:17 AM | #65 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: GURPS 4.5e
Quote:
So not only do we have runs on Linux and MacOS without resorting to something like WINE but we also have get updated more often to add to the its free open source to use GCS over GCA. Just what makes GCA worth the money? I'm really curious.
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01-08-2020, 06:20 AM | #66 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS 4.5e
One of the little things I'd want is pi- to do 2/3rds of rolled damage as injury, rather than the current 1/2. It would problably need to be re-costed at 4/level for Innate Attack. As it stands pi- is a terrible damage type if it's from a gun or something like that, which you purchased, but is also so cheap as an Innate Attack that it makes for over-powered attacks when the main effect is delivered as a follow-up.
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01-08-2020, 06:22 AM | #67 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS 4.5e
Quote:
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01-08-2020, 09:10 AM | #68 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS 4.5e
For me:
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