04-06-2016, 11:08 AM | #41 | |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Just Roll 3d6 - GURPS Content Posts
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Explaining why you chose the advantages you did when developing the template in the Customization Notes can help your players along. Footnotes are another option but may be too cluttered. Either way, I would stick to cliffnotes explanations of the advantages. |
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05-19-2016, 10:39 AM | #42 |
Join Date: Feb 2014
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Re: Just Roll 3d6 - GURPS Content Posts
I have a couple of posts up since this thread was updated. Using Disadvantages to Create Character Hooks explores ways to build in character motivations or challenges during the creation process.
Because GURPS is so flexible, one of the things that new GMs should learn is that it's okay to change your style in order to create the kind of game you want. Simplying the Game with Your GM Style looks at how you can change the way you run the game to create specific effects, as opposed to hunting for the right rules to replicate the effect. Keeping Decisions Interesting is about balancing the level of granularity in the game with your players' comfort level. All the bells and whistles create a ton of opportunities for players to think strategically—but only if they understand the strategic choices that those details imply. For newer players, that cognitive load can quickly become overwhelming. Finally, Writing Clearer Stat Blocks has a couple of suggestions for how to make GURPS stats more accessible and reader-friendly, especially for players with less experience in parsing GURPS traits. |
05-19-2016, 01:40 PM | #43 | |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Just Roll 3d6 - GURPS Content Posts
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Using your investigator example: Investigator (100 pts.) Attributes: ST 10 [0], DX 12 [40], IQ 12 [40], HT 11 [10] Secondary Characteristics: Dmg 1d-2/1dAdvantages: Charisma 1 [5]Disadvantages: Curious (12) [-5]Skills: Criminology (A) IQ+1 [4]-13This should make the template a little easier to navigate. |
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05-19-2016, 03:02 PM | #44 | |
Join Date: Feb 2014
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Re: Just Roll 3d6 - GURPS Content Posts
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It's definitely easier to get away with putting secondary characteristics on a shared line than it is with other traits because there's a fixed set of elements and so the reader can learn the standard order. By contrast, a list of advantages could include any number of elements and thus is harder to parse as a block. But you're right—if you have the space, it's even easier to parse the version with each secondary attribute on its own line. |
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05-25-2016, 08:08 AM | #45 |
Join Date: Feb 2014
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Re: Just Roll 3d6 - GURPS Content Posts
My review of Template Toolkit 1: Characters is now up. Digging through this volume was fun; there were a couple of neat ideas that I plan to expand on in a future post.
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06-01-2016, 08:06 AM | #46 |
Join Date: Feb 2014
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Re: Just Roll 3d6 - GURPS Content Posts
This week's post is a little different than usual. I explore a house rule for adjudicating just how much is covered by a wildcard skill: wildcard breadth checks. When players use wildcard skills and come up with a novel-but-tangential potential use of the wildcard skill, this rule allows the GM and player to gamify whether the character's intended action actually falls under the wildcard's scope.
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06-15-2016, 08:26 AM | #47 |
Join Date: Feb 2014
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Re: Just Roll 3d6 - GURPS Content Posts
The latest post expands some ideas from Template Toolkit 1: Characters to look at how to quickly create characters with custom traits. The basic idea is to use the character concept to drive traits, rather than looking over the standard list of traits and building a character out of the pre-existing list.
This approach takes some of the simplicity from class-based RPGs, but it still allows the players and GMs a lot of flexibility if they want to deviate from a standard class archetype. Most importantly, it makes character creation quick and easy for someone who isn't as familiar with GURPS' trait lists or character creation principles. |
08-02-2016, 06:48 PM | #48 |
Join Date: Feb 2014
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Re: Just Roll 3d6 - GURPS Content Posts
It's been a while, but Just Roll 3d6 is back with a new post! In this installment, I look at fatigue rules and give advice for ballparking fatigue costs. This post will help GMs guesstimate reasonable fatigue costs, especially in rules-light games.
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08-03-2016, 01:56 AM | #49 | |
Join Date: May 2016
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Re: Just Roll 3d6 - GURPS Content Posts
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08-09-2016, 07:09 AM | #50 |
Join Date: Feb 2014
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Re: Just Roll 3d6 - GURPS Content Posts
The latest post, Understanding Reaction Modifiers, looks at the the practical effect of reaction modifiers. If you've ever wondered how useful a +1 reaction bonus is or how severe a -2 reaction penalty is, now you can know!
Reaction rolls are described in the Basic Set as one of the three core mechanics (the other two being success rolls and damage rolls), but it seems like reactions are under-utilized in a lot of games. I realized that I didn't use reaction rolls as often as I should because they seemed less mechanically accessible. For success rolls, I know what happens when a character's effective skill drops from 11 to 9, but I didn't have the parallel understanding for reaction rolls. This post grew out of my own curiosity; hopefully others will find it inspires them to use reactions more (and to play them out because they understand the importance of the bonuses). |
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