12-19-2019, 08:14 PM | #21 | |
Join Date: Aug 2004
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Re: GURPS 4.5e
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The tough part would be choosing what "better used" represents. There's so much good stuff from the Action series, from How to Be a GURPS GM, from the Templates Toolkits, and on and on, begging to fill that opened-up space. But I have to agree that sample adventures would be great. For fun, let's imagine there were room to squeeze three things in. Different genres would be good, as you suggest. They could also be different in nature, like this: 1) A gladiatorial-style combat scenario (map, simple PCs, several simple objectives like 1x1 fight, 2x2 fight, etc.). This could be played solo; refereed, it could fill the classic need for an "introduce newcomers to GURPS combat" tool. (I like 2e's solo adventure, of course, but I'm conflicted on whether it'd be good to bring back the idea for BS, for the simple reason that programmed solo adventures aren't the usual way to play. Now, a separate book of programmed solo adventures – that I'd welcome!) 2) A micro-"dungeon" scenario (a handful of connected rooms with a couple of encounters and some objective at the end). Purpose: show how an adventure is formatted (how to describe rooms, encounters, rewards, etc.). 3) Not an adventure, but a campaign background (very short and simple). Purpose: Demonstrate planning a campaign (possibly using a form), especially the all-important task of narrowing down traits, rules, character concepts, etc. to just what's needed (i.e., showing how to not include everything plus the kitchen sink).
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12-19-2019, 08:56 PM | #22 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: GURPS 4.5e
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12-19-2019, 08:59 PM | #23 | |
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Join Date: Mar 2006
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Re: GURPS 4.5e
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Of course, I'd disagree that's the only change that needs to be made, and that the mechanics of the system don't need changes in the core - Powers introduced a generic version of Neutralize (on p97) because the Basic Set's version hadn't actually been made generic in the 4E rollout. And that's just one example of fixing. I could list at least a dozen examples of traits that could be streamlined, and a dozen examples of other traits that could be reconfigured into leveled versions for greater flexibility in character creation. Plus, there's that list of 'things I'd do differently' that Kromm posted at one point. |
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12-19-2019, 09:07 PM | #24 |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: GURPS 4.5e
As someone who somewhat understands RPM (it's effectively Ritual Magic on a major overdose of steroids) my issue is that it also has elements of Magic as Powers ala Hero system ie you (ie GM) have to build every spell. That is a lot of heavy lifting for even an expert GM.
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12-19-2019, 09:14 PM | #25 | |
Join Date: Sep 2004
Location: Orem, Utah, USA
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Re: GURPS 4.5e
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Another thing that might help new players put Supernatural and Exotic Advantages/Disadvantages in a separate section at the end of their chapters. That way they don't have to wade through a bunch of traits that are only important if they're creating a race or someone with powers. |
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12-20-2019, 12:12 AM | #26 |
Join Date: Aug 2004
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Re: GURPS 4.5e
GURPS 4.5? Start by incorporating everything from Power-Ups 1–8 into the Basic Set. :P
Seriously, though: a 4.5e shouldn't make drastic changes to anything; it should make the minimum changes needed to fix the most broken aspects of the game, with an emphasis on “minimal” to minimize the possibility of unintended consequences; and it should only add material that in hindsight really ought to have been in there to begin with. |
12-20-2019, 01:29 AM | #27 | |
Banned
Join Date: Mar 2006
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Re: GURPS 4.5e
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12-20-2019, 02:07 AM | #28 |
Join Date: Mar 2013
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Re: GURPS 4.5e
Yep, but I think Ritual Magic is a better choice for new players/GMs because if you accidentally miss something crucial the penalty isn't horrible. Beyond that if we're going to have multiple Magic systems none of them should in the Basic Set
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12-20-2019, 06:42 AM | #29 |
Join Date: Feb 2016
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Re: GURPS 4.5e
The problem is that skills (and techniques) are usually not worth the points that characters invest in them (relative to attributes and most advantages), though there can be notable abuses if GMs are not careful. Anyway, techniques do not generally reduce skill penalties, they increase effective skill by buying up from a default to a skill. The Experience Matters rule would be cumulative with the increase in effective skill provided by techniques. The benefits of techniques would be a specific increase in effective skill while the Experience Matters rule would give a general reduction in skill penalties.
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12-20-2019, 08:33 AM | #30 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: GURPS 4.5e
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