10-23-2018, 02:05 AM | #51 | |
Join Date: Oct 2016
Location: Mojave
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
|
|
10-23-2018, 02:24 AM | #52 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Pyramid #3/120: Alternate GURPS V
I think I will try it for my martial artist types.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
10-23-2018, 03:25 AM | #53 |
Join Date: Mar 2013
|
Re: Pyramid #3/120: Alternate GURPS V
Not really, this is for settings with a single indiscriminate source of mystical power, where sometimes the characters will cast spells, other times they will have psychic powers, and yet still other times they have martial arts abilities. Other settings, like DF, will have a complex interplay between abilities and some people be very good with one powers, but unable to use another.
|
10-23-2018, 06:39 AM | #54 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
I almost added a fifth attribute to the DFRPG but decided against it, both to maintain compatibility with GURPS and to avoid actually increasing system complexity. But I've always felt that brains and a gift for the supernatural would work well as separate concepts. If nothing else, having artificers, innkeepers, scholars, and thieves be "cunning" or "educated," while people who possess strange powers and cast spells are more "attuned," might make the former group more desirable as PCs. I have no real problem with it being the same attribute for bards, clerics, druids, elementalists, incanters, mentalists, necromancers, shamans, and wizards. That's already the case anyway: They all base their special abilities on the same IQ score and spend energy from the same FP score. At least with QN and QP, supernatural skills and energy would be separated from mundane IQ-based skills and ordinary physical FP. "Sensitive to unnatural forces, regardless of type" seems no more over-general than "smart, regardless of field of endeavor," and separating the two feels less top-heavy.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
|
10-23-2018, 09:09 AM | #55 | |
☣
Join Date: Sep 2004
Location: Southeast NC
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
Numbers are untested and from memory (posting from work).
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
|
10-23-2018, 09:18 AM | #56 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
I'd have to think a bit (I'm significantly ill right now; brain not working) on Anthony's suggestion to ensure that it doesn't turn the Severity ratings, which are basically the equivalent of HP/2, 0.7xHP, HP, 1.5xHP, 2xHP, etc into, say, (HP+DR), 1.5x(HP+DR), 2x(HP+DR) because that overcounts DR. If his suggestion is the equivalent of adding DR once to each level, it works.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
10-23-2018, 10:05 AM | #57 | |
Join Date: Dec 2016
Location: Southern Sweden, possibly on an Alternate Earth
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
|
|
10-23-2018, 10:53 AM | #58 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Pyramid #3/120: Alternate GURPS V
Nope.
Quote:
I see IQ as being at least four things in one: mundane skill base, supernatural skill base, Will, and Per. Moreover, "mundane skill base" still feels over-broad, as personal experience suggests that social intelligence has little or nothing to do with the classic kind. If the latter were strictly its own thing, I'd have less difficulty using it for artistic, scientific, and technical skills. Personal experience also suggests that while some people have narrow talents, smart money is on the person who's good with one of, say, astronomy, computers, drawing, household repairs, math, and writing being good at most of the rest; that's based on not one but several real people.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
|
10-23-2018, 11:07 AM | #59 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
Picking up an axe, one-handed sword, spear (that one was a direct transfer of other knowledge with staff) and other weapons required only a re-learning of certain stance-based body mechanics that work when you've got a defensive object (shield) you want to constantly keep in the way, and a slightly different order of operations for striking. In any case, I think you're on to something broader than IQ here, and would be fascinated to look at alternate ways of handling such. I've even got ideas...
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
10-23-2018, 11:41 AM | #60 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Pyramid #3/120: Alternate GURPS V
Quote:
Wounding Thresholds
Armor Rating is 4 + range/speed modifier for legacy DR. If multiple layers of armor are present, find the strongest armor layer and adjust for the weaker as follows:
Armor Adjusted Wound Thresholds Use the rules for armor addition to add your armor rating and your wound threshold -- so someone at ST 10 in DR 1 (AR 2) armor has layers as follows:
Attacks are noted as 1d+X[+Y]. For attacks with no armor divisor, X is 4 + range/speed modifier for legacy dice, Y is +2 for Imp or Pi++, +1 for Cut or Pi+, -2 for Pi-, and 0 for all other attacks. For attacks with armor divisors, modify both X and Y as follows:
Damage Resolution Roll 1d+X and compare to AAWS to determine base wound level. If Y is not 0, count up or down Y rows. Thus, if our sample above gets hit by a sword and rolls a 3, we look up 6 and discover a basic level of (-3 shock), but wounding modifier is +1 so we count down a level to (major wound). |
|
Tags |
alternate gurps, pyramid |
|
|