05-06-2012, 09:57 AM | #31 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: What does GURPS 4e do well?
I would agree, but generally I think GURPS does almost everything well with a few specific exceptions better handled by a purpose designed system. Not necessarily that GURPS can't do it, but you'll be working against its strengths.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
05-06-2012, 04:06 PM | #32 |
Join Date: Jul 2005
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Re: What does GURPS 4e do well?
GURPS is the greatest for easily creating characters with outrageous personalities. Even if you are the most unimaginative player in the world, you can have a character who is really really messed up in under five minutes of looking through disadvantages.
Some people see this as a limitation, but as third edition said about disadvantage limits, if you have more than x points in disadvantageous you'll either have an unplayable character or have LOTS of fun. And with a little practice, the second scenerio becomes easier and easier.
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05-15-2012, 08:16 AM | #33 |
Join Date: Aug 2004
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[OT] Scale differences
I'd be interested in seeing further explanation of why you find these especially problematic, although it might be best taken elsewhere... perhaps the other thread mentioned later, dealing with settings GURPS is less well-equipped for?
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05-15-2012, 09:28 AM | #34 | |
Join Date: Jul 2008
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Re: [OT] Scale differences
Quote:
Huge characters I don't know too well. They pay vast numbers of points for the extremely dubious privilege of being vast, but I don't know what else is wrong.
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05-15-2012, 09:44 AM | #35 | |
Join Date: Sep 2004
Location: Canada
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Re: [OT] Scale differences
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Example: Two 1/10th scale characters, standing 1 yard apart (10 scale yards). Both characters are at -8 to hit each other for size, with no bonuses or penalties due to range. They could be 1 scale yard apart (0.1 real yards) and still be at -8 to hit each other. Same issue for speed - speed penalties normally aren't considered unless the targets are moving at Real Move 10 or more, for simplicity; if one of your mini-guys is moving at scale move 20 at right angles to the other's line of fire, he's moving Real Move 2 and doesn't get any speed penalties even though he's really zipping past and the stationary mini-guy should be really moving to track him. TBone suggested the blatantly easy fix - allow Speed/Range to give a bonus at short ranges/low speeds. If you want, put the cap on this at the range equal to the targets SM band (or the shooters SM, not sure which is "more better"). Use Scale Move 10 for the "don't bother" threshold, or throw out the bottom cap entirely. The high end gets odd, but it's a little lower key odd at least. Two scale x10 giants throwing rocks at each other at range 20 (scale range 2) get a -2 penalty to hit each other, despite being nearly able to reach out and touch each other. That's a wee bit peculiar. At scale range 10 (real range 100) they're at -6 to hit each other, continuing to be -2 off.
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05-15-2012, 10:11 AM | #36 |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Re: What does GURPS 4e do well?
How about using the difference between two characters' size modifiers, instead of their strait SMs?
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) |
05-15-2012, 11:53 AM | #37 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: What does GURPS 4e do well?
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But I'd say the genres at which it truly excels: 1. Are focused on the human scale (both physically and emotionally/mentally), 2. Blend heroic adventure and realism (as seen in most fiction), and 3. Reward planning and tactics (as opposed to, "The PCs should win because they're the PCs!"). For any genre described by all three of those, I'd argue that GURPS is the RPG system to handle it, even over a system designed specifically for the genre. For any genre described by one or two of those, I'd say GURPS will still do an excellent job at it, requiring minor tweaks at the most. A specific, dedicated system might be better, but I can think of actual examples where that's not been the case. (No, I'd rather not elaborate; this thread isn't about tearing down other systems.) For any genre that doesn't match the above at all, GURPS can still handle it. In fact, it's entirely possible that GURPS will handle it better than any other system around! (As vm points out, while GURPS doesn't necessarily excel at mixing mice, human, and elephant PCs, it arguably does a better job than any other system out there.) But you may have to make some significant tweaks, buy an appropriate supplement or two, or just be comfortable making a few GM calls.
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05-15-2012, 11:54 AM | #38 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: What does GURPS 4e do well?
<MOD>
Let's move the detailed SM-house-rule discussion into its own thread, please. It's not yet gotten to the point of derailing this one, but I can see where it's threatening to do so. </MOD>
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
05-17-2012, 11:43 AM | #39 | |
Join Date: Jan 2005
Location: Hungary
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Re: What does GURPS 4e do well?
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