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06-22-2012, 10:00 AM | #1 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Pyramid #3/44: Alternate GURPS II
One of the joys of e23 is that its goodies are short, easy to produce, and have forever to earn their keep – which means that there's room for the occasional item that doesn't play it safe. Pyramid #3/44: Alternate GURPS II is a good example. Most of the stuff here is too radical or complex ever to find its way into the core of the system, even in a future edition. But all of the following could prove useful to the adventurous gamer:Rules serve a purpose
— Rev. Pee Kitty & Kromm
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
06-22-2012, 10:28 AM | #3 |
Join Date: Apr 2010
Location: Land of the Britons
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Re: Pyramid #3/44: Alternate GURPS II
I was just about to mention that. Feel free to change the one I started to something easier to distinguish. (Or merge the two, either or.)
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...like a monkey with a wrench. |
06-22-2012, 10:36 AM | #4 |
Join Date: Nov 2009
Location: Oregon
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Re: Pyramid #3/44: Alternate GURPS II
Just bought it, already love it! Douglas Cole's article about an alternate Fatigue system is very cool*, and the "Action Points" he introduces remind me of Fallout. Haven't gotten to the Tactical Mass Combat article yet, but I'm very excited for it. It's an idea I've wanted to see implemented for a long time, turning Mass Combat from a predominantly strategic simulation (ie, good for telling who won, but not much else) into something that provides more tactical choices for PC commanders.
*It's also complicated enough that I'll probably have some questions about how to adjudicate it. More on that later though. |
06-22-2012, 10:47 AM | #5 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/44: Alternate GURPS II
Quote:
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06-22-2012, 11:59 AM | #6 | |
Join Date: Nov 2009
Location: Oregon
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Re: Pyramid #3/44: Alternate GURPS II
Quote:
Also, for recovering FP, the implication is that a character basically has three "pools" of FP, representing mild, severe, and deep fatigue loss. He starts by losing from the mild pool, then dips into the severe pool, and finally dives into the deep end. When recovering, he starts by refreshing the mild pool (taking 10 hours to completely recover it) before moving on to the severe and deep. If a 10 FP character loses, say, 8 FP (losing the first 5 from the "mild" pool and the next 3 from the "severe") then rests for 6 hours (regaining 3 points of mild fatigue) he's now effectively at 5 FP, but his mild pool is down by 2 and his severe is down by 3. If he loses more FP now the first 3 will be mild, then the next 2 will be severe, and further loss will be deep. Do I have this right? I think it makes sense, but trying to explain it may have confused me more... =P ----- On an unrelated note, just read through the Tactical Mass Combat rules. I do like them, though I kinda wish there was some attrition involved rather than simply "Unit Eliminated". Maybe something like "Unit Weakened" and at 50% TS. The Close Combat rules feels particularly binary, with the possible results being "No Effect", "Attacker / Defender Retreats" or "Attacker / Defender Eliminated". I'd love there to be a "Stalemate" option there, where neither side makes particular progress but both take casualties. Anyways, it's a great framework to start from, and something I've been wanting for a long time. Last edited by vierasmarius; 06-22-2012 at 12:04 PM. |
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06-22-2012, 12:34 PM | #7 |
Join Date: Jul 2005
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Re: Pyramid #3/44: Alternate GURPS II
Oh, boy. But how I want Abstract Wealth... Now if I can just figure out how to sign on without the fershluginner website kicking me off again...
I don't know what it is but I always seem to end up having to reset my password with SJG...
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Michael Cule,
Genius for Hire, Gaming Dinosaur Second Class |
Tags |
house rules, pyramid 3/44, pyramid issues |
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