12-20-2019, 10:19 AM | #31 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: GURPS 4.5e
Exalted had a 2½ edition, by way of the second Scroll of Errata, which brought around rather significant changes.
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12-20-2019, 11:08 AM | #32 |
Join Date: Oct 2006
Location: Chagrin Falls
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Re: GURPS 4.5e
For what it's worth, the theme I would pick is Regularize Everything. What I mean by that is make as many mechanics as possible use the same type of rules, progressions and references. e.g...
In combat you can be injured, fatigued or immobilized... have everything that interacts use an appropriate damage type (all the normal ones plus fatigue and control) and then propagate that throughout advantages, skills and equipment. Having a whip, wrestling, a freeze ray and an immobility spell all use the same targeting, defending, resistance and damage rules to pin an enemy's arm makes sense to me. Have two (maybe three) standardized range scales in the base book and reference everything to them. (normal size/range/speed table and long distance modifiers). Things like long distance powers/spells and radios should use the same kinds of rules. Reduce the number of skills and use familiarities and techniques to fill the specialization requirements. Why are Filch, Pickpocket and Slight of Hand each different skills and not techniques of one? Decouple income, starting cash, signature gear and status. Make each point cost independent of the others but follow the same scale progression (probably the S/R/S scale). Consolidate the equipment/weapon customization rules to include benefits derived from exotic materials, magic, skillful craftsmanship/quality, &c. Include some of the Low Tech crafting calculations as examples. Regularize the Operate/Repair/Design triads for equipment and couple it into the gadget rules. Rework the standard spell based magic system using the above regularized rules (and put in a page or two on how the mechanics were calculated so it is easy to self-generate more). If things like enchantment are going to be covered, make them a bit more generic (scale powerstone costs to worldbuilding, make staff possible but costly for metal or 9' lengths to allow for a more flexible concept of magical propriety). Incorporate most of Social Engineering into the base rules. In the PDF version at least, colocate or hyperlink all the skills/rules/tables that reference each other. Include a url/QR that leads to a resources page with things like combat cards, a combat flowcharts and videos of worked examples (how to do combat, how to gadgeteer, how to X). A quick explanation in the book is important but an instructional video really helps users understand. If there is ever approved VTT collaboration this world be a good spot to link it. Also, this would be a good place to put the Caravan to Ein Aris (sp?) and the modern/space examples since it is something you are likely to only use once and not need in a reference book.
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12-20-2019, 02:11 PM | #33 | |
Join Date: Jan 2014
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Re: GURPS 4.5e
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12-20-2019, 04:42 PM | #34 | ||
Join Date: Jun 2013
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Re: GURPS 4.5e
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12-20-2019, 04:52 PM | #35 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS 4.5e
Kromm's article "Ten for Ten" in Pyramid #3/70: Fourth Edition Festival, has a bunch of quite specific changes that all seem very sensible.
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12-20-2019, 05:44 PM | #36 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS 4.5e
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12-20-2019, 06:51 PM | #37 |
Join Date: Feb 2016
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Re: GURPS 4.5e
I think a neat change in the rules would be to have the skill penalty inflicted upon PCs when they are targeted by NPCs with Influence Skills become universal (rather than having Influence Skills work differently on PCs and NPCs). It is actually quite amusing to see PCs flounder when they fail to resist a Sex Appeal attempt that succeeds by 15 or more, which is a quite easy to build using the default rules.
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12-20-2019, 07:02 PM | #38 |
Banned
Join Date: Aug 2004
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Re: GURPS 4.5e
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12-20-2019, 07:29 PM | #39 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS 4.5e
It's a fair question. Reaction rolls can be considered to be effect rolls in a way, like damage, which would suggest they're thematically "roll high," so long as "you always roll high on effect rolls, you always roll low on skill/trait tests" was made 100% uniform.
If we treat a reaction roll as a skill/trait test - more like a 'passive' influence skill roll - they should be treated as such with a roll-low method. But either is valid; one just must decide and apply.
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12-20-2019, 07:43 PM | #40 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS 4.5e
I would probably convert reaction rolls to normal rolls with all the normal mechanics (and move the extreme reactions to criticals).
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