10-19-2018, 07:15 PM | #11 |
Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Re: Pyramid #3/120: Alternate GURPS V
About QN and spell damage, it could easily converted like this: (QN-10) instead of Magery. Is this the official rule in this article, yes?
But in the example above (IQ 15+Mg 3 vs QN 18). The original PC has maximum fireball 3d per second. The second one has 8d per second. I still have to test, but if it gets too powerful, you can change the formula for (QN-10)/2. So, the QN 18 above would have 4d per second.
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10-19-2018, 07:33 PM | #12 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/120: Alternate GURPS V
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To be fair in your example though the higher IQ guy would see a lot of broader benefits, more skills, Per, possibly Will.
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10-19-2018, 07:48 PM | #13 |
Join Date: Aug 2008
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Re: Pyramid #3/120: Alternate GURPS V
Of all of these, I think Im most curioua about Pulver's article, followed by Doug's. I've added the issue to my wishlist.
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10-20-2018, 12:48 AM | #14 |
Join Date: Dec 2016
Location: Southern Sweden, possibly on an Alternate Earth
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Re: Pyramid #3/120: Alternate GURPS V
Super issue! I find the entire issue very useful. I will miss Pyramid.
Regarding QN, my solution to this was always to decouple Will and Per from IQ, making Will roughly equivalent to POW in BRP games. I would then add power points, equivalent to QP in the article. Those would correspond to for example MP in CoC. (While doing this, it is also tempting to base ranged attacks on Per instead of DX!) But the article is very well written and useful, and i love the attribute name! |
10-20-2018, 03:15 AM | #15 | |
Join Date: Mar 2013
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Re: Pyramid #3/120: Alternate GURPS V
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That said using the PDF reader built into Firefox the problem doesn't show up, so I'm going to guess that it might be a render/caching problem with Foxit rather then something with the PDF's themselves. |
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10-20-2018, 04:00 AM | #16 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Pyramid #3/120: Alternate GURPS V
I've always found Foxit to have ... issues. It's a resource hog and runs raggedly.
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10-20-2018, 07:35 AM | #17 |
Join Date: Oct 2014
Location: Chicagoland
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Re: Pyramid #3/120: Alternate GURPS V
Nice issue! I so enjoy these ones, because it's how I use RPGs -- alternate rules, different ways...whatever makes sense for the campaign. It's nice to see other people's perspectives on such things.
(And now the world knows...there are precisely 5 alternate GURPS.)
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10-20-2018, 09:49 AM | #18 | |||||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/120: Alternate GURPS V
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In short: I think moving up and down the SSR based on the log of the values is faster in play. If you and your group can do it all equally fast, there's no need for the intervening step. Quote:
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10-20-2018, 02:08 PM | #19 |
Join Date: Oct 2016
Location: Mojave
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Re: Pyramid #3/120: Alternate GURPS V
That Fifth Attribute is something I could see myself using for a Supers game with use of all the powers and magic systems available.
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10-20-2018, 02:36 PM | #20 |
Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Re: Pyramid #3/120: Alternate GURPS V
I have some questions about the Conditional Injury.
* You roll damage as normal, let's say 3d with your longsword. But you don't apply the x1.5 from cutting, is that it? Instead, after converting your damage to Wound Potential, you add +1 from Damage Midifiers (pg 29)? So, in the example above. Let's say you roll 10 on your 3d sword. This mean Wound Potential of 4. Since is cutting, you apply +1, resulting a Wound Potential of 5. Is that it? The same strike above, in the neck would be a Wound Potential of 6 (4+2 from Hit Location)? So, against a Robustness Threshold 4, this would result a 2 in the Conditional Effects Table, a Martal Wound, is that it? Another question. What about pain? When shock penalty applies? That's all so far. And sorry for any english mistakes!
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Tags |
alternate gurps, pyramid |
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