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Old 01-10-2017, 02:29 PM   #61
Kalzazz
 
Join Date: Feb 2009
Default Re: GURPS No School Grognard Blog - New Posts

That is very interesting, but not how I have approached fixing this issue

My approach which seems to have worked is a new advantage 'sir pudding Santa Claus Sig gear', which is a single item (or related set) negotiated with the DM of arbitrary large value, but set CP cost

So you can have, for instance, a very fine balanced tempered glass ornate edged rapier and have it for say 16pts instead of more than multimillionaire
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Old 01-10-2017, 04:41 PM   #62
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default Re: GURPS No School Grognard Blog - New Posts

I tried to make Signature Gear into a staged system, based on Wealth:
http://westmarchsaga.wikia.com/wiki/Signature_Gear

Fixing some of the vagaries of Signature Gear doesn't do anything to address my many issues withe the GURPS Magic enchantment system. Part of the point of Enchantment Through Deeds is to get away from those vagaries without coming up with a system as complicated as Enchanted Items in Sorcery.
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Old 01-12-2017, 12:55 PM   #63
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I write some Designer's Notes for my new Fantasy Mass Battles campaign, discussing some of the changes in tone and style that I expect the game will bring.

http://noschoolgrognard.blogspot.com...icipation.html
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Old 01-13-2017, 05:04 PM   #64
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The first session of New Dawn went really well! There was a big fight when the PCs ambushed an orc patrol that did not go as well as the PCs wanted but than they expected, a little role-playing interlude as they recruited a small army, and then our first Mass Combat battle. The battle went really well and was pretty fun. We were well pleased with Mass Combat and the campaign will continue.

http://noschoolgrognard.blogspot.com...session-1.html
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Old 01-15-2017, 11:46 AM   #65
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I wrote some simple rules for tracking battlefield experience in Mass Combat and using it to upgrade troop quality, as well as some rules for using existing troops as instructors or experienced cadres when raising new troops.

http://noschoolgrognard.blogspot.com...nd-cadres.html
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Old 01-20-2017, 03:37 PM   #66
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The second session of New Dawn didn't go as well as the first. The power of battle mages surprised everyone, and the PCs were pretty thoroughly trounced in every battle where the orcs had mages and the PCs didn't. Since that wasn't necessarily what was intended, we devised some house rules and retconned those battles.

http://noschoolgrognard.blogspot.com...session-2.html
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Old 01-27-2017, 09:06 AM   #67
mlangsdorf
 
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The third session of New Dawn focused on the second team's interpersonal conflicts and the exploration of a heavily trapped and warded set of ruins infested by ghouls.

http://noschoolgrognard.blogspot.com...cant-jump.html
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Old 02-03-2017, 02:08 PM   #68
mlangsdorf
 
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The fourth session of New Dawn covers a lot of ground: encountering a new monster, running away from a new monster, going back to fight a new monster, getting lost in the wood, diplomacy with unreasonable people, fighting Mass Combat sieges with overwhelming force, fighting Mass Combat battles with underwhelming force. All in all, a good session.

http://noschoolgrognard.blogspot.com...cation-of.html
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Old 02-04-2017, 09:16 AM   #69
mlangsdorf
 
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I respond to Peter Dell'Orto's post on Technical Grappling. I'm less enthused about the system but I continue to use it because sometimes the constant extra complexity pays off.

http://noschoolgrognard.blogspot.com...technical.html
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Old 02-07-2017, 11:06 AM   #70
mlangsdorf
 
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While doing some prep work for a possible encounter in New Dawn, I realized that the standard GURPS throwing rules produce unsatisfying and counter intuitive results when they're scaled up to giants throwing boulders. I propose a set of house rules based around slam damage, do a lot of math in the background, and get acceptable results after some tinkering.

http://noschoolgrognard.blogspot.com...-in-gurps.html
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