GURPS Special Ops blog
Hey all,
Just wanted to let whomever is interested that I've been starting to convert some of the GURPS Special Ops templates from 3E over to 4E, including creating some new ones. Feel free to stop by, peruse the posts, and leave comments as desired. Thanks! |
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Good stuff!
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Just had a chance to look through this - really nice, thanks!
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On wildcard skills - they are are a little too powerful for most campaigns. If you need any help I have spent a ridiculous amount of time converting characters and so have a good idea on how to "translate" templates. |
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Very nice. Good choice on the wildcard skills. If anyone has those in real life it's the bloody special operators. I was never a fan of all the 3e spec ops skill lists because they were so long. A wildcard at a moderate level cleans the list up and provides a way for the GM to go "Yup! You were trained for that. Roll X." I'm also firmly of the opinion that wildcards at Attribute-1 or less is probably realistic for some people. It's like a Talent, but better. Just not as good as an attribute in some instances. |
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Thanks everyone for the warm welcome!
Regarding Wildcard talents, I think I'm going to avoid those, as they just feel too cinematic and broad for Special Ops folks (heck, military folks in general). However, I will likely take advantage of the Job Talents (Talents, p.25), as it seems like a perfect fit to bump up several talents without costing an arm and a leg. I'm still trying to dig into it, so happy to hear your experiences and thoughts on it. |
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Spec Ops guys having Ten-Hut! at Attribute+0 or less just makes sense to me. I've met some of those guys (I live in a military area) and they have a ridiculous amount of training in a huge amount of things that they keep up with. |
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