03-21-2018, 04:10 AM | #11 | |
Join Date: Oct 2010
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Re: System Fatigue: d20 and Gurps
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It is still very centered around human scale things (one of my issues with it is how it deals with large creatures, as the damage mechanics do not scale in a way I find satisfying), and it is definitely designed for a sort of "pulp" level of gameplay, which does mean it can be both very heroic but quite lethal at the same time. It is also quite light, which has the advantage that it is easy to run both combat and non combat elements, but could be a little bit too much of a step down in complexity from GURPS and D20. Oh... I guess I also don't think its vehicle and heavy weapons rules interact fantastically well with the rest of the system, but if you are primarily focused on fantasy that isn't going to be a big deal. Just results in weird oddities like the best anti-tank gun of WW2 apparently being the 40mm Bofors gun. Last edited by borithan; 03-21-2018 at 04:23 AM. |
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03-21-2018, 04:57 AM | #12 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: System Fatigue: d20 and Gurps
The differences in reach and step is somewhere in GURPS, but the rules itself doesn't refer to it anywhere.
Instead, they've should have replaces distances in steps and reaches (e.g., so a reach 1 for an human combatant is 1 meter, but for a SM-1 being it's only 70 cm and for a SM+1 being it's 1.5 meters). But for a lot of people, it's easier to read meters (or yards) than reach. Because of this, GURPS seems very human centered. |
03-21-2018, 06:40 AM | #13 | |||
Join Date: Oct 2008
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Re: System Fatigue: d20 and Gurps
Some of my suggestions and experiences...
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Now in the 20th century, you had semi-automatic pistols and good revolvers, and the modern rifles meant that you seldom if ever had to close to hand-to-hand ranges (save when assaulting the trenches or strongpoints in cities). So sword became much more ceremonial, and unnecessary encumbrance in the field. So if you set your campaign in a period where firearms are single-shot each, engagement ranges are short (boarding, city streets, inside buildings), and the PCs might encounter more than one enemy each, you will find that most PCs will want to carry a melee weapon just in case. Especially if it is more of a civilian setting which might frown upon large firearms (muskets) being carried around the city, but considers rapiers to be tres chic. Then you just have to deal with a hidden pistol or two, and they are usually hard to get to in a hurry (that hidden part). In a advanced tech setting, the only way is unfortunately to 'cheat'. If you can make a 'laser sword', it is very likely that it is easier to make a laser 'sword' that shoots the 'blade' off. Containing energy is usually more difficult than just letting it go 'thataway'. |
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03-21-2018, 09:29 AM | #14 |
Join Date: Oct 2008
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Re: System Fatigue: d20 and Gurps
This is the internet so to start with: Generic insult.
Then an agreement on one of to minor points to not seem unreasonable: Gurps is indeed too human centric. Scaling by RAW breaks badly in both larger and smaller things. Then some useless advice: On preparation: I cheat. That is: I use Pathfinder monsters mostly as such with about 10 second conversion each in my games. "Conversion" is as follows: All skills and weapon skills are 10+pathfinder skill/attack bonus. DR is the sum natural, enchantment and armor bonuses from the AC. Dodge is the calculated dodge from HT/DX+deflection, dodge, intuition, morale and other special bonuses from the AC. Attributes are used as such. Hitpoints are used as such as "effective total HP", that is the number of total hitpoints they take until dropping. Damage of attacks is the given damage for most things, but things like spells with large number of dice, I occasionally lower it and instead give the monster more uses or similar. All special attacks use their DC-10 as the save penalty. For fort save I use HT mostly, with very few working better as ST. for will save I use will. FOr dex save, the attack has to be dodged or blocked at that penalty. All other special abilities basically work as in Pathfinder. On the monster and other things scaling so to not make large objects/creatures too brittle: I use injury tolerance Damage reduction for all large objects that scales on the object size. Note that this is not used with converted monsters, as the "effective HP" being easily very high for such. On house rules: If you end up using them, you should rejoice and embrace the thing. I have dozens of wiki pages with house rules in our current game.. :) One second rounds: yes, they are too fast, thus I do not use them as such, instead a round is a short time where everyone can do their actions, as in most cases it does not matter. Where "exactly how many seconds did the combat take" matters I use a multiple that seems right for the things done normally around 3. For the few thins where it matters while in combat like falling near the ground I tend to use 2 seconds of falling for each action they can take. On Guns and Swords: Yes they do not mix in a realistic game if you have TL 6+ guns and range is more than a few yards. At few yards being able to parry the gun itself makes melee weapons work somewhat. It should however be noted that at high enough power levels just leaving out the optional predictive shot rule makes melee weapons normally much better that guns as with melee weapons you can do deceptive attack so people cannot so easily dodge them, whereas with gun attacks the only way to reduce the dodge is with multiple hits and recoil means that it normally scales slower than the skill and tends to make you run out of ammo fast. If you really want to make them work together at lower power levels you have to include unrealistic rules. The simplest method is giving guns some penalty, like allowing "TV Action Violence" against any attack doing over a given number of dice damage or just directly only against any attack by gun. Other methods are allowing people to buy lots of dodge(only against ranged attacks). |
03-21-2018, 01:47 PM | #15 | ||||||||||
Join Date: Feb 2016
Location: Trois-Rivières, QC, Canada
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Re: System Fatigue: d20 and Gurps
First i want to thank you all for the response, i appreciate you all taking time to reply to me!
* I originally quoted a lot of text and i then realized i was way over in term of allowed characters... So i've put ''[…]'' symbol on where i cutted the quote, but i think i've answered to pretty much everything. ** Even with the cuts there isn't enough space, i apologize in advance for the double post! Quote:
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The injury tolerance scaling on size is idea i did not thought a second about, and frankly that’s brilliant. Although i don’t think small weapon are really the problem when it comes to monster toughness. About DR, i totally agree that it’s a wonderful defense to increase a monster durability but i’m having hard balancing it when the party damage is so diverse, maybe this have more to do with somewhat balanced group building, but when a player swing a greatsword for 2d+4(avg 11) and other one swings a rapier for 1d+2 (av 5.5) it’s hard to balance. When bringing guns into the matter it just make things worst because pistols tend to do 2d~ and rifles tend to do 5d+. I do agree it is realistic and pistol shouldn’t outdamage rifles i just don’t know what to do about it. But still overall your advice were really solid and i really appreciate you taking your time helping me, thank you very much! Quote:
Thank you very much that’s exactly what i’ve been looking for concerning gun damage! That mixed with vibroblade in high setting could really shift the scale! Quote:
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Anyway thanks for your input, it’s appreciated! I’m not sure if this was adress to me because you quoted the Trooper6, but i’ll still answer it. I took a quick look at savage world yesterday and felt like it was too simple for me. The thing i don’t like about gurps isn’t it’s complexity but rather it’s lack of support for bestiaries, pre-written adventures and anything that doesn’t deal with human sized and shaped thing. I know there’s some rules for giant thingy but they don’t work that well. Example: The Slam rule work really well for man-sized people, but when you include shield they start getting clunky. A small 7 str halfling with a large shield could slam down an immobile 20-25 str giant with a good chance of success. Well i also used to hate the fact that guns and sword were really hard to balance, but before saying it’s still the case i’ll have to try the survivable guns rule mixed with some high TL melee weapons modifications. Still thanks for your suggestion! Quote:
I don’t know if i’d change anything regarding that, because gurps size modifier isn’t linear. Quote:
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Thank you for your advice! |
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03-21-2018, 01:48 PM | #16 | |||||
Join Date: Feb 2016
Location: Trois-Rivières, QC, Canada
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Re: System Fatigue: d20 and Gurps
Then i’ll reply in internet fashion: Angry emotional and inflamatory response!
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Yeah, i probably shot myself in the foot when i added a deceptive attack on ranged attack aswell, because i thought crossbow were incredibly boring in 1 second per round low tech games. Having to load for 3-4 second, then aim and finally shooting on the fifth round for having someone dodge your bolt 50% of the time was tedious. Quote:
Thanks for your reply! And thank you again everyone, all may not be lost for gurps and me! :) |
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03-21-2018, 02:41 PM | #17 | ||||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: System Fatigue: d20 and Gurps
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03-21-2018, 03:26 PM | #18 | |||
Join Date: Feb 2016
Location: Trois-Rivières, QC, Canada
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Re: System Fatigue: d20 and Gurps
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True, I don't think many people are attacking giant dragons with paring knives! Still, I think there's something in the idea of reducing weapon damage based on huge size. Offhand, I think I'd reduce impaling and all forms of piercing damage. Say, every three SMs above 0 would move all the damage multipliers down the "scale" (so, pi+, normally X1.5, would become X1, pi would become X0.5, and so forth.). I think I'd make the very small damage types drop to first X0.25, then X0.1, and stop there. And you'd probably have to set some breakpoints where very large pi++ weapons didn't drop, like, for instance, a 20mm artillery shell would still have the full X2 damage against an SM +3 monster. [/QUOTE] Downgrading damage multiplier with increasing size modifier really seems like a good idea, although i don't know how that would compare with large creature that already high strength and high hp. But yeah, maybe it would make sense not being able to kill a 160 hp 70 210' long Kraken with a single round of full auto fire. The more i think about it, the more it would really help big monster, i like it! Although i'd probably start the down scaling around SM 2, because 9' isn't that much of a difference and i'd prefer player not having easy access to impaling and piercing injury tolerance through gigantism. But honestly i think it's a brilliant idea worthy of starting another thread to work on the math. Quote:
Thanks again you're great help :) |
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03-21-2018, 03:37 PM | #19 | ||
Join Date: Oct 2008
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Re: System Fatigue: d20 and Gurps
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In general the equivalence I see is about 50-100 points=1 level mostly depending on optimization as Gurps characters tend to be skilled in many more things than Pathfinder. (that is a very rough number but good for general estimation) As example if you take the 100 point Soldier of Fortune in B260 and convert it "backwards" you end up with a pathfinder character that has +4 to hit, with things like will +1, fort +2, reflex +0/+3(once/rd) and 11 hitpoints. Those numbers are fairly close to what you would expect for level 1 fighter. And it should be noted that in play that 100 point character feels definitely like low level fighter, as one to three hits will have you rolling every second for going unconscious and you do not have any special things to do in combat. Taking the Dungeon fantasy knight at 250 points(that is really a combat only character and thus at low end of the scale so 50 points/level seems reasonable) and it is a +10 to hit, that is fairly close to a level 5 pathfinder fighter. (+5 bab, +1 weapon training, +4 attribute). And so on. Also the DF characters definitely feel like they are below level 10 pathfinder characters in play, but the exact level how much below is much harder to say, but far below the superheroic feel you start to get at about level 8-12 onward depending on build/class, so the level 5 character feel is actually fairly close. Further a HT 11-12 character without fit is pretty low for going against any monsters that are not really low power in Gurps and DC 13 is actually fairly powerful against level 1 characters if that is not their primary save. As example a DC 13 will attack will succeed more than half the time against a likely low level pathfinder fighter. You would expect a level 1 Path finder fighter to fail it more than half the time. On the skills: A cr 5 troll converted is thus a really high challenge to 100 point characters the same way it is to level 1 characters in pathfinder. But just a normal encounter that is not meant to use much resources to a level 5 group. So the skill of 18 attacks are thus normally parried by the knight with skill 20, but there is a fairly high chance of being hit. The same way a expected AC of 20-22 or slightly higher at level 5 for the Pathfinder fighter is normally missed by the +8, but you do get hits in the long run. So again the general feel is about the same. But in my feeling the scaling is about the same with my approx thing provided you give the characters about the same level of magic equipment as you would give in Pathfinder. Of course you can scale differently, if you do not wish to see the troll as as effective as it is in Pathfinder and wish to have low power level regularly fight such. Quote:
At higher TLs weapons like rifles doing 7d damage and having a magazine feed just become too effective against melee weapons. |
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03-21-2018, 03:50 PM | #20 | |
Join Date: Oct 2008
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Re: System Fatigue: d20 and Gurps
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If you have hard time balancing challenges for higher power characters there are two specific Gurps supplements that help. Action 2 -exploits is generally one of the more useful supplements with things like chase rules and how to resolve many of the basic adventuring tasks. But it also discusses how to make things challenging for action level characters that tend to have primary skills in the 17-20 range and the same method actually scales well to higher levels. And for truly much higher power levels the Supers is a great resource even if you are not actually running superheroes. I use both a lot for my stuff in my very high power Fantasy campaign I have been running for 300 sessions and 7 years now.. |
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