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01-13-2011, 06:50 AM | #21 |
Join Date: Mar 2005
Location: near Houston
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Re: Is there a reason why there is no table for submachine guns in GURPS Lite 4e?
4e Lite is a bit less generic than 3e Lite. 4e Lite doesn't have any magic rules (although one could argue the 3eL rules are so minimal they aren't of much use) and 4eL devotes space to the World Jumper advantage which is of extremely limited value outside of, oh, an Infinite Worlds campaign).
The point of all this is that something always has to be left out and something included of questionable value.
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01-13-2011, 06:51 AM | #22 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Is there a reason why there is no table for submachine guns in GURPS Lite 4e?
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But I would definitely agree with you that there is some content in Lite that could be better left out, because it's not of much use for Lite-only players, anyway. At least they should have made clear in the introduction, that some things are just samples of what could be, rather than being useful in an actual Lite-Game. IMHO it's bad style that they did not make that clear in the beginning, though of course it's free and overall still a good product. Also they should have pointed out, that it's a more abstract easy-version of the game, where indeed you could treat a SMG (more or less) just like a Rifle, letting out all details. Maybe in a little updated version of Lite, they could extend the introduction with respect to that. Last edited by OldSam; 01-13-2011 at 09:26 AM. |
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01-13-2011, 06:52 AM | #23 |
Join Date: Mar 2009
Location: Detroit
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Re: Is there a reason why there is no table for submachine guns in GURPS Lite 4e?
As mentioned, Lite is mostly for players. The way it's set up, it can be used as the only resource for a GM as well, but this will be a very basic and limited game, like a demo. Which is exactly what you're running in to. Lite is excellent for letting players have enough rules to join your game, without everyone needing to buy expensive books. To get all of the functionality out the 500 page rules, *someone* has to buy them. Those computer games have the full program, you just can't use all the stuff or go to all the places without the secret code, and that costs money. It's a decent strategy to get sales, and it also helps increase the community feeling of the game. I tend to think it's a great idea, even if it is a quite limited idea with limited functionality, its better than any other game company does (except now, some of them are copycating).
I'm sorry if you feel you need more for free. There's all sorts of ways to get free things, this one happens to be legal. If you really want to play in a GURPS game before you invest, perhaps a nice PbP game would be the ticket? There's several around, and most (if not all) of them would accept someone with just the Lite rules. |
01-13-2011, 08:49 AM | #24 | |||||||||||||||
Join Date: Dec 2010
Location: .
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Re: Is there a reason why there is no table for submachine guns in GURPS Lite 4e?
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Or do I have to buy one of the books first, to find out? Quote:
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If it is possible to see GURPS Lite in action without the (missing) rules and mechanics of how to mediate and determine the consequences of situations, then please do explain how. Quote:
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Except that you have to resort to third-party content and fan sources to make parts of the game work. Quote:
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How am I supposed to tell a player that they shouldn't take the Missile Weapon (Submachine Gun) skill because the game doesn't provide weapon stats for a submachine gun? Quote:
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The GURPS Fallout Conversion 3.0 http://www.scribd.com/doc/14646941/G...-Conversion-30 RPGnet Wiki: GURPS Weapons http://wiki.rpg.net/index.php/GURPS_Weapons EDIT: This post is long enough. I will continue replying in a new one. Last edited by Frosty; 01-13-2011 at 08:53 AM. |
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01-13-2011, 09:01 AM | #25 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Is there a reason why there is no table for submachine guns in GURPS Lite 4e?
Then I'm afraid GURPS Lite is not the product for you.
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01-13-2011, 10:33 AM | #26 | ||||||||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Is there a reason why there is no table for submachine guns in GURPS Lite 4e?
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Seriously? How many genres absolutely need SMGs? WWII or early Cold War Spec Ops? Don't run uber-detailed gun-bunny games with GURPS Lite. You can still run lots and lots of games, basically anything that doesn't require modern milspec hardware or supernatural powers. Historical Low Fantasy, Police Procedurals, Tea Cozies, Wilderness Survival, most Horror, most (non-mil, not Space Opera) SF. Quote:
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Last edited by sir_pudding; 01-13-2011 at 02:27 PM. |
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01-13-2011, 10:42 AM | #27 |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Is there a reason why there is no table for submachine guns in GURPS Lite 4e?
IMHO for attracting new players GURPS would really benefit from a more "worked-out" exemplary introduction. Lite is more "a short-version of the rules" but not "making it really easy and interesting" at first contact.
I am talking about something like a written demo-game for new players using a specific setting with fluff description, pictures etc. to transmit the feeling of a whole game session/scene using the GURPS-System. In a short and bad version something in that direction: GI Joe is running over an old wooden bridge, being chased by a bunch of angry werewolves. An hour ago it has rained and the ground is slippery, so he has to be careful not to fall, though he just wants to get out of this hell as soon as possible. { The GM calls for a Dexterity roll to avoid falling. Joe`s player makes a roll against his DX-Attribute of 12... It's an 11, so he succeeds. } Joe manages to get over the bridge quickly, where he finds his parked Jeep. He jumps in, starts the engine and drives the car on the road through the Forest. A quick glance in the mirror shows him that meanwhile three Werewolves are very close after him, so Joe tries to reach top-speed immediately. About 50 Yards later Joe gets some trouble driving through a difficult curve. { Under the given circumstances at top-speed on a bad road the GM decides that Joe needs to make a driving roll with a penalty of -3 to succeed. Joe has Driving (Automobile) at 13, his Player rolls a 12, not good enough in that case... } He can't handle it, the Jeep gets off the track and he risks losing control over his vehicle. Now Joe has some real problems... Last edited by OldSam; 01-13-2011 at 10:59 AM. |
01-13-2011, 10:50 AM | #28 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Is there a reason why there is no table for submachine guns in GURPS Lite 4e?
You're not supposed to run anything with it. From the front page of GURPS Lite:
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01-13-2011, 02:23 PM | #29 |
Join Date: Mar 2010
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Re: Is there a reason why there is no table for submachine guns in GURPS Lite 4e?
Another option could be to integrate your
old system into the existing GURPS Lite game perhaps. Just pick the weapons system of whatever RPG game you've come from & substitute in the range, to-hit, damage, etc & scale it if you feel necessary. Even use the polyhedral dice if they are used in place of regular dice. That could fill in the holes until you are ready to use the actual GURPS system. |
01-13-2011, 02:36 PM | #30 |
Join Date: Sep 2007
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Re: Is there a reason why there is no table for submachine guns in GURPS Lite 4e?
Given that SMGs use pistol cartridges, it's not terribly difficult to extrapolate a generic SMG from the auto pistol. The barrel is a little longer, so give it +1 damage, +1 ACC, and -1 or -2 bulk. Weight, price, and ammo capacity you can just look up on the 'net. Oh, look, that's almost exactly the stats for the SMGs in Basic. The resolution of the system isn't so high that minor differences are really going to matter.
Lack of autofire rules would be more the problem that lack of a line in a table for the hardware. It doesn't help to know that the RoF is 8 if you don't know how that's different from RoF 1. |
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edition, fourth, gurps, lite, table |
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