05-29-2016, 11:50 AM | #21 |
Join Date: May 2010
|
Re: Unofficial GURPS 4.5e—or, your favorite post-Basic Set rules
An alternative GURPS 4.5e Magic would be to compile a list of errata for spells in the big Magic book. Something like what Kromm did in Pyramid #3/60, but ideally more comprehensive. Or maybe limiting available spells to the ones in Basic Set plus carefully-selected list of clearly-balanced selections from Magic, plus the "adjustable spells" rule from Thaumatology to make otherwise-impossible effects possible?
|
05-29-2016, 01:36 PM | #22 | |
Join Date: Nov 2011
Location: South Dakota, USA
|
Re: Unofficial GURPS 4.5e—or, your favorite post-Basic Set rules
Quote:
I can wrap my head around that pretty easily, and your description sounds a lot like what happened with GURPS (Third Edition) versus GURPS (Third Edition, Revised). Since books were so extensively cross referenced, SJ Games handled the update by keeping most of GURPS Basic Set (Third Edition, Revised) the same, changing only what wouldn't ruin cross referencing and then at the end, included a few updates that could overwrite what came before, with everything else being in Compendium I and Compendium II. Unsurprisingly most of the suggestions in this thread are a good fit. As much as is possible, rewriting the Advantages, Magic, and Psionic sections to present them as three possible takes on the same thing seems good to me. Not literally the exact same thing, but showing how fantastic powers can be handled almost solely with Advantages (the Powers approach), with mostly skills and a few Advantages (the Magic and cinematic martial arts approach) and a more even blend of Advantages and Skills (...kind of Psionic; more like how they were in 3e). How realistic a goal or how good of an idea this is, I do not know.
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
|
05-29-2016, 01:43 PM | #23 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Unofficial GURPS 4.5e—or, your favorite post-Basic Set rules
Quote:
I would like the changes from Pyramid and notes on social consequences for those new to the system. Errata and updating some to 4E would also be nice. Major changes would be trim the list and add in Adjustable spells and other ideas from Thaumatology. A short setting build chapter that discusses options. And also trim headcount by generalizing spells and placing them in a Basic spells chapter. Seek, Missile, Shape, Create and more could easily be done in main block write-ups with a stat line or short text for variations. That would save word count that could be used elsewhere.
__________________
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 |
|
05-29-2016, 02:55 PM | #24 | |
Join Date: May 2010
|
Re: Unofficial GURPS 4.5e—or, your favorite post-Basic Set rules
Quote:
|
|
05-29-2016, 08:36 PM | #25 |
Join Date: Apr 2013
|
Re: Unofficial GURPS 4.5e—or, your favorite post-Basic Set rules
|
05-30-2016, 08:22 AM | #26 |
Join Date: May 2010
|
Re: Unofficial GURPS 4.5e—or, your favorite post-Basic Set rules
Hmmm... I'm not sure I like the log-scale DR thing, even that is better than what can be done with normal Advantages. The thing about Basic Set magic is that it's not balanced unless all the spells are essentially *very minor* advantages. If they're even somewhat better than a normal advantage, everything breaks.
|
05-30-2016, 09:40 AM | #27 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
|
Re: Unofficial GURPS 4.5e—or, your favorite post-Basic Set rules
That's like saying the Guns skill isn't balanced because with four points in it you can do far more damage than an equal number of points spread between Innate Attack and the Innate Attack skill.
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
05-30-2016, 11:08 AM | #28 |
Join Date: Sep 2004
Location: Canada
|
Re: Unofficial GURPS 4.5e—or, your favorite post-Basic Set rules
People have that argument, although the other way around. Then the "Well if IA is too expensive, what about Striking ST!?" argument comes up. Then suddenly your thread balloons 200 posts.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
05-30-2016, 11:24 AM | #29 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: Unofficial GURPS 4.5e—or, your favorite post-Basic Set rules
Quote:
Obviously permanent creation spells wreck economies if common. But a more detailed explanation of how, why, and ways to avoid that would be nice.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
|
05-30-2016, 11:37 AM | #30 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: Unofficial GURPS 4.5e—or, your favorite post-Basic Set rules
Quote:
We want our magic to be internally consistent. Also external devices aren't, and shouldn't, in my opinion, be a major factor in advantage or skill pricing. Should beam weapon skill cost more than bow just because it can cause FAR more damage? Driving TL 8 vs. TL6 because modern cars are so much better?
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
|
Tags |
4.5e, revised |
|
|