10-21-2018, 05:55 PM | #41 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/120: Alternate GURPS V
[QUOTE=Kesendeja;2217487]I love the idea of the Fifth Attribute, but one of my players asked a question about it that we've already had to house rule.
He wants to split his Quintessence, having little active power, but a high resistance. /QUOTE] This was covered in the article by buying some or all of your QI with essentially the No Fine Manipulators limitation under the New and Existing modifiers section, p. 7.
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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 |
10-21-2018, 05:57 PM | #42 |
Join Date: Mar 2013
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Re: Pyramid #3/120: Alternate GURPS V
Opus Longa, Pugna Brevis
I almost never use Action rules, thus I won't elaborate about it. Describing Vehicles Wow. Just wow. Very thanks for this! I will test this guide in few days, but I just would say this is REAL customer care, and I think we are all appreciating this :) You just said to us "I know you are impatiently awaiting to read full book, and we can't speed it up, but please, it's simplified solution until we publish main vehicle book" :) I will be enormous help for my campaigns! The Fifth Attribute It's very interesting idea, I will try this out in next campaign maybe :) Conditional Injury It can't be too much additional realistic injury rules for me :) I would love if it can be mixed with Realistic Injurty from one of previous Pyramids (sadly I can't remember which, I just printed these pages and use in play), and especially Martial Arts additional rules :) Can it? Fluid Skills Nice idea too, I'm using something like that since ~year, but for skill development (no points, just skill roll after game session) |
10-21-2018, 07:22 PM | #43 |
Join Date: Aug 2014
Location: Canada
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Re: Pyramid #3/120: Alternate GURPS V
I looked at the article after reading your post, Im not sure i get it though... why do you feel that this would speed up combat?
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Oliver. |
10-21-2018, 07:36 PM | #44 | |
Join Date: Aug 2014
Location: Canada
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Re: Pyramid #3/120: Alternate GURPS V
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a) I noticed that the system doesn't exactly match up to the current Hp system -- the big difference seems to be that you dont' have a wound severity level which causes someone to have to roll each turn to act (or fall unconscious on a fail) equivalen to being in negative HP... If you're crippled you roll just once to stop unconsciousness and if you make it then you make it, there doesn't seem to be further rolls (at least that is how I read it). Why did you choose to do it this way? Is this because of the pain rules (and if so what happens if you don't use pain)? b) I wonder if the pain rules and the fact that the rules are "chunkier" (as you call it) makes the system more deadly than standard, it seemed like it was a little tougher. What are your thoughts, do you think it is more deadly than the standard rules?
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Oliver. |
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10-21-2018, 08:06 PM | #45 | |
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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The downside here is armor, though. Subtraction and logs are not terribly friendly, but with armor as dice, you'd subtract armor from dice (or DR from average damage of 17.5) and look up the remainder on the Wound Potential table. There are ways of cheating it, and I do mean to explore those in a designer's notes blog post when I can, but those are still a table lookup, so it's not less complex so much as differently complex.
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10-21-2018, 08:09 PM | #46 | ||
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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10-22-2018, 07:13 AM | #47 | ||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Pyramid #3/120: Alternate GURPS V
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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10-22-2018, 07:58 PM | #48 | ||
Join Date: Dec 2016
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Re: Pyramid #3/120: Alternate GURPS V
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Consider a typical 10 HP 16 HT (because 16 HT is obviously typical) character with no DR who is hit with a 10 damage crushing attack to the torso. Using the standard HP rules, the character is reduced to 0 HP, suffers a -4 shock penalty and has all of the usual problems of being at 0 HP. With the Conditional Injury with pain rules, the character takes a severity 0 wound and likely a -6 pain penalty with a small chance of agony and a somewhat larger chance of -2 penalty. The pain also lasts longer than the shock penalty. Now consider the case where the character gets hit 5 more times. With the HP rules, the character is dead with no chance of survival. With the conditional injuries rules, the character is probably still at a severity 0 wound level. |
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10-22-2018, 11:07 PM | #49 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Pyramid #3/120: Alternate GURPS V
Not an actual play session, but tinkering with Quintessence feels good. Just converting some IQ to QN works for a lot of wizard style characters. I'm often left wondering if I should invest points in buying Will back up or spend those points on QN related advantages.
For example, the DF wizard with IQ 12 (still smart) Will 15, FP 11 and QN 15 has 4 points left over, more spell-juice (since it's not split with physical demands) and just as much resistance to mental assault as before. The only drop is in IQ-based skills, spells are unchanged. This feels like it will dovetail very well with The Last Gasp (Action Points), as it resolves the AP for spells issue by neatly side stepping it.
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GURPS Fanzine The Path of Cunning is worth a read. |
10-23-2018, 12:09 AM | #50 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Pyramid #3/120: Alternate GURPS V
You can do addition and logs instead, which is slightly more friendly as it lets you save numbers down -- if your major wound threshold is 5 points (+2 on range/speed chart) and you have 10 points DR (+4), your armor adjusted threshold is at 15 points (+5).
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