Pyramid #3/120: Alternate GURPS V
As its name makes clear, GURPS is by design generic and universal, meaning it offers tools to handle any theme, genre, or setting you throw at it: a set complete enough to tackle each challenge, although you might not always need everything in the toolbox. But play style is a tougher proposition – it's the product of the preferences and personalities of a specific group of gamers. No one system can promise that it will work for everybody. Fortunately, GURPS is friendly to those who want to customize the tools themselves.Keen new perspective Pyramid #3/120: Alternate GURPS V offers those who like to tinker some new perspectives on the core rules that might suit a particular gaming group or campaign better than the "plain vanilla" versions. Its helpful heresy consists of: Opus Longa, Pugna Brevis— Store Link: http://www.warehouse23.com/products/SJG37-2720 |
Re: Pyramid #3/120: Alternate GURPS V
Sad to see Pyramid winding down. However....
THANK YOU, DAVID PULVER! The guidelines for Hnd/SR are just what I've been missing for many of my vehicle stats. Chris's article w/ Quintessence looks like it might come in handy in the future, though I'm not likely to change my existing campaign to fit. |
Re: Pyramid #3/120: Alternate GURPS V
Someone needs to go over the encoding of the images/artwork in this because for some reason advancing to a page with any images/artwork causes lag/slowdown.
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Re: Pyramid #3/120: Alternate GURPS V
Some thoughts:
Opus Longa, Pugna Brevis is kind of two articles joined by a common theme. The first part seems very useful to me. The Life is a Battlefield bit I could have done without, but maybe others will like it. Describing Vehicles is very welcome; although my own notes on converting real-world vehicles to GURPS already covered most of it, it's good to have confirmation that my approach was generally OK and to have some alternative options for figuring out tricky details. The Fifth Attribute is an interesting idea. Basically POW from BRP in GURPS. Conditional Injury is the highlight of the issue for me. I especially like that it gives the option of replacing shock with ongoing pain; I've long thought that injury in GURPS seems rather forgiving in that respect, especially when in comes to crippled limbs. 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. My other quibbles are that the system for cumulative damage seems a little fiddly with the extra rolls, the Deadly Fatigue system seems like it could be replaced by just having characters die when they lose enough FP, and the roll to ignore pain seems like it should be based on Will rather than HT. Still a very interesting article and probably one I will actually use, possibly after tweaking it a bit to suit my taste. Fluid Skills is very interesting (and another bit which seems slightly reminiscent of BRP mechanics) but probably not something I would ever use in a game. |
Re: Pyramid #3/120: Alternate GURPS V
I wrote a review last night.
https://refplace.blogspot.com/2018/1...alternate.html |
Re: Pyramid #3/120: Alternate GURPS V
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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. |
Re: Pyramid #3/120: Alternate GURPS V
I bought it without thinking twice. I love the Alternate GURPS series. I would like to see more.
My thoghts so far: The Fifth Attribute: although is not a new idea (Thaumatology has it), I enjoyed seeing an entire article dedicated to developing it. I'm looking forward to discussing with you guys here about it. There are some points that would have been good if they had discussed about, such as increasing the point cost (some suggestion would already be good) and the impact on the magic variables (such as maximum damage, healing, etc.). Conditional Injury: I still have to take a deeper read, but I enjoyed finally seeing rules that cover scratches and minor injuries that do not pile up with the rest. |
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I submitted an article for this issue and it wasnt picked, since there wont be another chance I'll post a version of it on my blog and add in some ideas about this too. |
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Let's pick the same PC with each rule. RAW -> IQ 15 [100] + Magery 3 [35] + ER (Mana) 10 [30] = 165 pt and you have a mininum SL 15/16 for spells. P120 -> IQ 15 [100] + QN 18 [80] + Magery 0 [5] + QP 2 [6] = 191 points for the same effect (and keeping the mental skills). The same PC, with each rule. |
Re: Pyramid #3/120: Alternate GURPS V
I kind of like the idea of a "power" attribute for those times when you don't want to base magic off smarts.
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