09-29-2017, 11:20 AM | #1951 | ||
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Re: Ravens N' Pennies - GURPS Content Posts
Sure that's one way to use Occultism. As I mentioned above, I've been flirting with techniques as an idea.
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09-29-2017, 01:02 PM | #1952 |
Join Date: Jun 2006
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Re: Ravens N' Pennies - GURPS Content Posts
I like to use required specializations for Occultism in fantasy and urban fantasy/monster hunters games. A true "general Occultist" can use my reverse-engineered house rule of skill generalization (Occultism then becomes an IQ/H skill, but covers all specializations).
I like the idea of scientific skills giving certain benefits. In my games, those are generally skills that give clues that something is wrong because "X does not work like that!" in the "real" world, so I think we approached it from different angles. Hidden Lore to me is the stuff most players won't have access to unless they're part of or seriously studied the the "enemy" hierarchy. This isn't stuff that would be found on a successful Research roll, but stuff that the enemy keeps hidden from general knowledge. An example: Occultism (Vampires) would tell my vampire hunter the various powers and weaknesses of the four vampire bloodlines (in one game, they were descended from Cain (son of Enlil and Eve), Judas Iscariot, Longinus, and Vlad Tepes Dracula), and allow the hunter to determine which bloodline(s) the vampires they were dealing with were coming from, tell how new vampires were made, and what weapons would work best. Occultism (Magic), Occultism (Lycanthropes), and Occultism (Fae) were also used in the game, the first being able to tell what a magic circle or pentagram could be used for without actual casting ability. Hidden Lore (Vampires) was then used to tell the inner workings of the Twelve Houses of the Iscariots, the Twenty-One Houses of Cain, that Longinus still worked for the Vatican, and what businesses were run by Dracula, Cain, or Judas. YMMV, of course.
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09-29-2017, 03:47 PM | #1953 | |
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Re: Ravens N' Pennies - GURPS Content Posts
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Recurrent Preparation might be less confusing if it was called "Refresh by Preparation" or something like that. I misunderstood it as being for a kind of preparation that was only good for a while and then went away, rather than something you only needed to do once the ability was active.
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09-30-2017, 07:09 PM | #1954 | |||||||||
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Re: Ravens N' Pennies - GURPS Content Posts
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10-03-2017, 05:28 AM | #1955 | |
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Re: Ravens N' Pennies - GURPS Content Posts
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If you like, they're like the difference between Criminology and Streetwise, perhaps, or Sociology and Savoir-Faire. I don't know what Monster Hunters suggests for the difference though.
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10-03-2017, 06:23 AM | #1956 |
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Re: Ravens N' Pennies - GURPS Content Posts
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10-05-2017, 06:23 PM | #1957 |
Join Date: Jun 2006
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Re: Ravens N' Pennies - GURPS Content Posts
Melee Academy: Reordering Initiative II
A couple of thoughts on playing with the Initiative Order in GURPS on this fine GURPSDay.
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10-05-2017, 07:08 PM | #1958 |
Join Date: Feb 2009
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Re: Ravens N' Pennies - GURPS Content Posts
I've used random initiative whenever I've DMed GURPS, so thats basically the long and short of how I've done . . . its one of those things where I found the houserule I liked over a decade and never had any need to reconsider it
I have done the 'roll init, declare in order of worst init to best, then act in order of best to worst' rules that some forms of White Wolf and Earthdawn use . .. and those ALWAYS got very quickly house ruled to oblivion as being to fiddly I really like how Earthdawn works vs things off of init, but, never saw how best to work things into it in GURPS I mostly see Speed in the 4-10 range, which is such a small spread I have never actually thought about basing things off init in GURPS . . . systems I see where a lot of stuff ties into Init are like Earthdawn and Shadowrun where Init can vary like crazy! |
10-05-2017, 07:48 PM | #1959 |
Join Date: Sep 2004
Location: Canada
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Re: Ravens N' Pennies - GURPS Content Posts
I'm pretty tired so words sense make may not.
When splitting Per and Will out of Int, I base Initiative off (DX + Per) / 2, giving initiative scores that average around 10.00 rather than 5.00. Combat Reflexes gives +1 to Initiative. If I were to play with random initiative, I would do it with the base initiative on this scale, plus 1d6. IE, the static part would be the biggest influence; the random part would be important, but not overwhelming like it is in D&D-style systems (until you get to high levels). This lets things shuffle around enough to keep things fresh without taking it too far from how the GURPS rules expect things to be acting. If you're using Basic Speed for initiative, the equivalent would be 1d6/2 but that's nasty IMO. It's better to base Initiative on Basic Speed x 2 + 1d6.
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10-05-2017, 08:12 PM | #1960 |
Join Date: Feb 2009
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Re: Ravens N' Pennies - GURPS Content Posts
I've occasionally messed with 1d10+Basic Speed (round down, period), but I go back to 1d6+Basic Speed because mostly 1d10 feels out of place in GURPS
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