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Old 10-19-2018, 07:15 PM   #11
Arcanjo7Sagi
 
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Default Re: Pyramid #3/120: Alternate GURPS V

About QN and spell damage, it could easily converted like this: (QN-10) instead of Magery. Is this the official rule in this article, yes?

But in the example above (IQ 15+Mg 3 vs QN 18). The original PC has maximum fireball 3d per second. The second one has 8d per second.

I still have to test, but if it gets too powerful, you can change the formula for (QN-10)/2. So, the QN 18 above would have 4d per second.
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Old 10-19-2018, 07:33 PM   #12
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Default Re: Pyramid #3/120: Alternate GURPS V

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Originally Posted by Arcanjo7Sagi View Post
About QN and spell damage, it could easily converted like this: (QN-10) instead of Magery. Is this the official rule in this article, yes?

But in the example above (IQ 15+Mg 3 vs QN 18). The original PC has maximum fireball 3d per second. The second one has 8d per second.

I still have to test, but if it gets too powerful, you can change the formula for (QN-10)/2. So, the QN 18 above would have 4d per second.
Not clear in the article, or I think even addressed. If it was I missed it.
To be fair in your example though the higher IQ guy would see a lot of broader benefits, more skills, Per, possibly Will.
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Old 10-19-2018, 07:48 PM   #13
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Default Re: Pyramid #3/120: Alternate GURPS V

Of all of these, I think Im most curioua about Pulver's article, followed by Doug's. I've added the issue to my wishlist.
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Old 10-20-2018, 12:48 AM   #14
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Default Re: Pyramid #3/120: Alternate GURPS V

Super issue! I find the entire issue very useful. I will miss Pyramid.

Regarding QN, my solution to this was always to decouple Will and Per from IQ, making Will roughly equivalent to POW in BRP games. I would then add power points, equivalent to QP in the article. Those would correspond to for example MP in CoC.

(While doing this, it is also tempting to base ranged attacks on Per instead of DX!)

But the article is very well written and useful, and i love the attribute name!
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Old 10-20-2018, 03:15 AM   #15
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Default Re: Pyramid #3/120: Alternate GURPS V

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Originally Posted by Steven Marsh View Post
We definitely want issues to work correctly! We haven't changed any of our PDF-saving settings in quite some time, so I don't have any ideas offhand what's going wrong. But if you're still having problems, please email me at smarsh@sjgames.com and I'll try to figure out what's going on.

If you do drop me a line, it'll save time if you let me know what kind of system, device, and PDF viewer you're using. And if previous issues have been working before now, you might want to try re-opening those to see if they continue to work; if they're exhibiting odd behavior, it might be an issue with an updated PDF viewer.
Bit of an update on this, I recently had to re-install Windows and rather then muck around to get a decent version of Adobe Reader, I decided to install Foxit Reader instead. As this was a recent thing it looks like I only noticed this today as going back to older issues and the problem is still there, in fact it seems to start between issues 13 and 18 (I don't have any issues between them) but seems slightly worse in the newest issues. Checking other out the rest of my collection it only seems to affect color images/artwork, for example in my copies of Zombies and How to Be a GURPS GM the full page don't have any noticeable lag/delay when browsing to their BW pages, but do when browsing to their color ones

That said using the PDF reader built into Firefox the problem doesn't show up, so I'm going to guess that it might be a render/caching problem with Foxit rather then something with the PDF's themselves.
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Old 10-20-2018, 04:00 AM   #16
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Default Re: Pyramid #3/120: Alternate GURPS V

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Originally Posted by scc View Post
That said using the PDF reader built into Firefox the problem doesn't show up, so I'm going to guess that it might be a render/caching problem with Foxit rather then something with the PDF's themselves.
I've always found Foxit to have ... issues. It's a resource hog and runs raggedly.
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Old 10-20-2018, 07:35 AM   #17
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Default Re: Pyramid #3/120: Alternate GURPS V

Nice issue! I so enjoy these ones, because it's how I use RPGs -- alternate rules, different ways...whatever makes sense for the campaign. It's nice to see other people's perspectives on such things.

(And now the world knows...there are precisely 5 alternate GURPS.)
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Old 10-20-2018, 09:49 AM   #18
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Default Re: Pyramid #3/120: Alternate GURPS V

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Originally Posted by Sam Baughn View Post
My main problem with it is that there doesn't seem to be any real reason for Robustness Threshold and Wound Potential to actually exist. As far as I can tell, you could get similar results by simply comparing damage to HP and translating that directly into Severity. HP/10 would be Severity -6, HP/5 would be Severity -5, etc.
This is true. With the Threshold/Wound potential system you're just looking for number of rows of difference (or straight subtraction) of the log values, which does the division for you, and faster - because it's addition/subtraction - than most folks do division. But if you want to use the raw damage numbers and for each creature list all the breakpoints etc, that's cool. I just like how the logarithmic SSR table means most of the fussy multiply by x1.5, divide by 2, etc math is shifts on the table. It also opens up very easy intermediate values for things like piercing: you can now have a pi value that does, for example, 0.7 instead of 0.5, which I think provides a nice intermediate step for small-caliber energetic bullets that isn't the full pi-.

In short: I think moving up and down the SSR based on the log of the values is faster in play. If you and your group can do it all equally fast, there's no need for the intervening step.

Quote:
My other quibbles are that the system for cumulative damage seems a little fiddly with the extra rolls,
Look for my designer's notes on this; the fundamental problem here is that certain wounds should be additive, and addition in the Severity scale is annoying. But it shouldn't be fiddly: take a wound, roll HT, and either increase Severity or move on.

Quote:
the Deadly Fatigue system seems like it could be replaced by just having characters die when they lose enough FP,
That's not how GURPS works presently, so it's not what I wrote in the article. My goal was to map as much as I could of the existing GURPS mechanics to the new system, changing the minimum. So bleeding-->FP became a loss of HP, with HP loss under 0 HP. Saying you just die at X would be a good simplification, and that's effectively a "mook rule" for FP, with automatic effects instead of random ones.

Quote:
and the roll to ignore pain seems like it should be based on Will rather than HT.
Honestly, it should be both: High Pain Threshold specifies a HT roll for shock, knockdown, and stunning (p. B59), and that needs to be preserved to slot into the rules well. I did miss the "roll Will+3 in other situations" (note this matches the +3 for HT due to HPT) which would mean lasting pain CAN roll vs the higher of HT or Will" rather than the HT-only roll for shock, knockdown, and stun. Good addition!

Quote:
Still a very interesting article and probably one I will actually use, possibly after tweaking it a bit to suit my taste.
Thanks. It was meant as a thought experiment I'd been noodling on for a while, because as I note in the article, GURPS just doesn't *need* an ablative HP tally.
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Old 10-20-2018, 02:08 PM   #19
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Default Re: Pyramid #3/120: Alternate GURPS V

That Fifth Attribute is something I could see myself using for a Supers game with use of all the powers and magic systems available.
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Old 10-20-2018, 02:36 PM   #20
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Default Re: Pyramid #3/120: Alternate GURPS V

I have some questions about the Conditional Injury.

* You roll damage as normal, let's say 3d with your longsword. But you don't apply the x1.5 from cutting, is that it? Instead, after converting your damage to Wound Potential, you add +1 from Damage Midifiers (pg 29)?

So, in the example above. Let's say you roll 10 on your 3d sword. This mean Wound Potential of 4. Since is cutting, you apply +1, resulting a Wound Potential of 5. Is that it?

The same strike above, in the neck would be a Wound Potential of 6 (4+2 from Hit Location)?

So, against a Robustness Threshold 4, this would result a 2 in the Conditional Effects Table, a Martal Wound, is that it?

Another question. What about pain? When shock penalty applies?


That's all so far. And sorry for any english mistakes!
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