03-13-2009, 06:07 AM | #11 | ||||||
Join Date: Apr 2005
Location: France
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Re: Cthulhu in GURPS 4e
It may be too late for this answer. You may have already played this adventure and then, my post will be useless... But perhaps not. See for yourself...
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But I never uncoupled Will or Perception from Intelligence. Investigators are ordinary humans and so, I don't see why it could be usefull... Quote:
Of course, cthulhean creatures are supposed to be much more frightening than "ordinary" monsters, because they don't correspond to our point of view about the reality... And with the Basic Roleplaying System rules, the characters lose more and more sanity... But Cthulhu investigators are very easy to create (these are disposable characters) while a GURPS character requires much more time (it is a fine-crafted character). And the fact of accumulating more and more disadvantages is frightening enough for the player. It gives him the feeling that his character becomes more and more silly... For the fright check penalty, I just look at the type of dice rolled in the original scenario:
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For learning Cthulhu Mythos, my rule is quite different from the one written in Cthulhupunk. The books are not rated in numbers like +2 or +5 in the skill, but in a number of character points that they can bring to the character. A book described as giving +10% in a scenario, for instance, gives 8 character points (+2, to grade it out of 20 rather than out of 100, and x 4 because a +1 in a GURPS skill requires 4 character points). Note that the character has to study enough time to earn these character points (I use the usual GURPS rule here: Improvement Through Study). Oh! I forgot to tell. I don't use the conversion rules given in Cthulhupunk. Since I like to be able to convert characters or monsters during the game, I use simplified rules... GURPS ST = Cthulhu STR GURPS DX = Cthulhu DEX GURPS IQ = (Cthulhu INT + Cthulhu EDU)/2 GURPS HT = Cthulhu CON GURPS HP = GURPS ST GURPS Move = Cthulhu Move Etc. And, for the skill, I just consider that...
Last edited by Gollum; 03-13-2009 at 07:30 AM. |
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03-13-2009, 07:36 AM | #12 |
Join Date: Feb 2007
Location: Reaving along the Black Coast
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Re: Cthulhu in GURPS 4e
Gollum - I like the quick conversion rules, especially the set skill % = skill level, that's quicker than the Cthulhupunk rules.
Because I see the CoC setting to be pretty gritty & realistic, I would also adjust most published scenario NPC Ability Scores, there tends to be way too many NPC Attributes in the 14-20 range in CoC scenarios. At least for people, halve the number of points over or under 10. Examples: CoC Str 18 becomes GURPS Str 14, CoC Dex 16 becomes GURPS Dex 13, etc. |
03-13-2009, 08:56 AM | #13 | ||
Join Date: Apr 2005
Location: France
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Re: Cthulhu in GURPS 4e
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03-14-2009, 09:24 PM | #14 | |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: Cthulhu in GURPS 4e
Sorry for taking so long to reply.
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03-14-2009, 09:27 PM | #15 | |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: Cthulhu in GURPS 4e
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Assuming only the basic 6e character creation rules, median Characteristic rolls, and mean wealth, and ignoring Characteristics that have no clear parallel in GURPS, Joe Average Investigator works out to: ST 10.5 [5] DX 10.5 [10] IQ 13 [60] HT 10.5 [5] Will 10.5 [-12.5] Very Wealthy [30] Average Appearance, no Disadvantages Skills are a problem, though. Joe gets 270 occupation points and 130 personal interest, but the value in GURPS will vary wildly depending on how they are spent. And some BRP skills are Advantages or Secondary Attributes in GURPS, to complicate matters. But if we arbitrarily assume 32.5 points in skills (reasonable, I think), then the total comes to 130 points. But CthulhuPunk recommends that Intelligence scores be reduced by 2, since they are somewhat inflated in BRP. Which brings the total down to a neat 100 points. On the other hand, stats in the two systems are not functionally equivalent, so it isn't clear what this exercise proves. (Except that I have too much free time, perhaps.) And the value of the PCs from my BRP campaigns are considerably higher, since I am permissive with the dice. (I allow low stats to be re-rolled, stats to be re-arranged, and points traded to adjust wealth scores. I hate random character creation systems, so I make it easy for people to get a character close to what they want.) It's interesting, though. |
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03-14-2009, 09:32 PM | #16 | |||
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: Cthulhu in GURPS 4e
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In case it is relevant, I also use the rule that Speed (but not Move or Dodge) is based on (IQ+DX)/4, and costs 1 cp per .25. Quote:
And thanks for the other info, too. |
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03-14-2009, 09:33 PM | #17 | |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: Cthulhu in GURPS 4e
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03-15-2009, 04:18 AM | #18 | |
Join Date: Apr 2005
Location: France
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Re: Cthulhu in GURPS 4e
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The most important reason is that, in Call of Cthulhu, attributes and stats are not linked. No matter how high is your DEX, it won't give you any bonus to swing a sword, climb a wall or use a gun. In GURPS, this is very different: 4 CP in a skill doesn't give the same level if the attribute on which it is based is 10, 12 or 16. |
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03-15-2009, 04:58 AM | #19 | |
Join Date: Apr 2005
Location: France
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Re: Cthulhu in GURPS 4e
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Personally, I don't like to uncouple Per or Will from IQ. And I don't believe that introducing IQ in the Basic speed is necessary. Indeed, to my mind, there already is some perception in the DX attribute (the hand-eyes coordination). Actually, I consider the four basic attributes as following - I didn't find it alone; the idea comes from a friend, on a french GURPS forum... DX is the general bodily adaptation, which requires some perception, because nobody can adapt his body to something he doesn't perceive. That is why almost every physical skill is based on DX, even when it doesn't require acrobatic moves... Driving or Gun, for instance, rarely require to be especially flexible or quick. They above all require to be vigilant. And they are still DX-based skill. IQ is the general mental adaptation, which also requires some perception. Nobody can adapt his mind to something he doesn't perceive. That is why almost every mental skill is based on IQ, even when it doesn't require a lot of logical reasoning. Musical instrument and Artist are IQ-based skill, even if they require more perception and intuition than pure brain-power. Strength is external energy, i.e. muscle-power. And, since muscles are heavy and bulky, it also represents HP. No matter how well trained a rat is, he won't ever be as strong and able to absorb damage as an elephant. Health is the internal energy. Not only the physical one but also the mental one (the grit). That is why there is no mental fatigue in GURPS. Concentrating, for a wizard for instance, cost the same FP than running or moving heavy weights. Now, what about pure perception rolls? It is the ability to notice something, which requires accurate senses, of course, but which also require to be vigilant, open minded to the surroundings. That is why perception rolls are based on mind, i.e. IQ in GURPS terms. And what about will rolls? Here again, it has more to do with IQ than with something else. Understanding that someone is trying to deceive you helps you to resist him (seduction, hypnotism...). And the statistics show that people with a higher Intellectual Quotient best resist to traumas due to the war and the likes. So, I find that linking Per and Will to IQ is a very good think. But, of course, it is just a point of view. Do as you like for your games. Last edited by Gollum; 03-15-2009 at 05:02 AM. |
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03-15-2009, 12:23 PM | #20 | |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: Cthulhu in GURPS 4e
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cthulhu, horror |
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