04-08-2016, 11:29 AM | #21 | |
Join Date: Aug 2004
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Re: GURPS After the End 2: The New World
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Having a little more framework for strange inventions worked up out of whole cloth might make those 50 points worth it.
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04-08-2016, 12:09 PM | #22 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
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Re: GURPS After the End 2: The New World
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04-08-2016, 12:44 PM | #23 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS After the End 2: The New World
Thoughts on unreliable equipment:
In most games I play, equipment is almost never making HT checks. It just never seems to show up. But I feel like it definitely SHOULD in a post-apoc game. On the other hand, I hate tracking equipment damage and such (except for vehicles, I guess). So, proposed simplified gear breakage switch: anytime you fail a roll by more than 5, your most relevant peice of equipment has to roll vs HT (plus modifiers for quality/situation as appropriate). You can still have stuff break due to parrying heavy weapons or being specifically targeted, or immersed in gray goo, but this is "I failed my Navigation roll really badly and dropped my compass on a rock." Thoughts? Last edited by Crakkerjakk; 04-08-2016 at 01:06 PM. |
04-08-2016, 12:56 PM | #24 | |
Join Date: Aug 2004
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Re: GURPS After the End 2: The New World
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Related more to AtE (and thus still appropriate for this thread): Can you use previously invented/upgraded stuff as parts for a new invention? At full value? This matters a lot for Gadgeteers and Quick Gadgeteers, who can bootstrap themselves from Junk and a flashlight through to a Heavy Laser Pistol in a few hours with some good rolls. For example: (Quick Gadgeteer) I start with a TL 9 Penlight: $96. Upgrading that to a Heavy Flashlight is straight forward: need $64, have $96x2=$192 worth of parts, which is 3x what I need for +1 to skill. Invention mod is +1, time is 1dx10 min. Rolling at 14 most likely (Skill 14, +1 versatile, +2 mods, -3 TL), taking extra time isnt unreasonable. Now I have $640 worth of Heavy Flashlight. If I use that as parts for a TL 9 Dazzling Laser, I have $640x2=$1280 worth of parts to off set the $1600 I need. A bit of fabrication later, rolling at 12 plus time spent, and I have a TL9 Dazzle Laser Carbine worth $16,000, which is $32,000 in parts, more than enough to pay for the $15,360 in parts I need for a TL 10 Heavy Laser Pistol or Survival Laser (Skill roll is a 9 (with the +1 for 2x parts) here, so definitely want to spend a bit of time on it, but base time is 1dx30 min, but increasing that to 1dx15 hours isnt at all impossible, and is worth +5)... So a weeks worth of down time later, could reasonably have a buggy laser rifle out of a penlight. Gadgeteer (not quick) can do this with rather more time taken (both because base time is higher and because penalties are higher, so needs to take extra time), though he needs more steps as the parts % is 40%. The Gadgeteer might need to "build the tools" first, to get tool bonuses, but the same theory would apply. No?
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04-08-2016, 02:46 PM | #25 | |||||
Join Date: Aug 2004
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Re: GURPS After the End 2: The New World
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It's worth noting that my original rule for value was "40% (or 20%, 10%, etc.) of the listed value or 100% of the value of the original parts used, whichever is less." Playtesting suggested that this was too harsh, so I changed it. However, if you want Quick Gadgeteers in your game, but don't want them to be able to bootstrap their way from flashlights to laser turrets, you might want to consider adapting this rule solely for the purpose of calculating parts value. (In other words, that gadgeteered TL9 heavy flashlight will never be worth more than $96 as parts, since that's what it started as.) Quote:
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#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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04-08-2016, 02:49 PM | #26 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS After the End 2: The New World
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Regarding gear without the Unreliable modifier, I think this is a very good optional rule -- a sort of "harsh realism for post-apoc equipment" that applies to everything.
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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} |
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04-08-2016, 03:08 PM | #27 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: GURPS After the End 2: The New World
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I figure it probably gets you gear breaking unrealistically frequently (and in generally dramatic manners, given that stuff is more likely to break in high negative modifier situations), but 1) that kinda works for the source material, 2) a lot of gear is pretty old, and 3) it gives techs/repair guys more stuff to do in a way that feels PA-y to me. I was also thinking that if you wanted a bit more nuance between "gear fine" and "gear broke" a failed HT roll (for just cases where you had failed by 5, actual damage that results in failed HT checks works per normal) drops equipment quality a level. Critfail on HT check goes straight to broken maybe? So you have Fine(Rugged from HT?) -> normal -> cheap/fragile -> very fragile -> unreliable -> broken. Gives a resource sink to put scavenged stuff into as well. And since you already have quality levels listed for all your stuff, it's not like it's adding something new to track. Hrm. Last edited by Crakkerjakk; 04-08-2016 at 03:27 PM. |
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04-09-2016, 10:54 AM | #28 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: GURPS After the End 2: The New World
The hunting/gathering/survival/packing/camping expansion is a long-overdue and incredibly welcome addition to the GURPS ruleset, as well as having obvious utility in an AtE game. A bit odd that fishing is subsumed into gathering when Fishing is it's own skill, though. Incompatible with Low-Tech, too.
Still reading... The intrusion/security rules are welcome, too! Until now GMs have basically just been left to make that up themselves with various sense or Perception rolls. The scrounging/searching/mishap things as well. This book is just full of good stuff, really.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 04-09-2016 at 11:35 AM. |
04-09-2016, 11:21 AM | #29 | |||
Join Date: Aug 2004
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Re: GURPS After the End 2: The New World
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Machinist and Electrician are starting to look pretty tasty. Quote:
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04-09-2016, 11:31 AM | #30 |
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Re: GURPS After the End 2: The New World
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