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In my day job, I have to deal with the general public, and math on a daily basis (I work at a bank). Easily 10% of people I deal with have trouble with simple addition and subtraction. Well over 50% of them have math skills at a level where multiplying by 1.5 would require a calculator for numbers over 5. You also have the issue that even if they have the skills, multiplying mentally is fundamentally SLOW. It's a fact that for mental calculations, addition is the fastest, while subtraction is noticeably slower, and multiplication and division as VERY slow. Quote:
In 4E, Fireball is a Daily power (so you only get 1 per day, even if you're a Level 30 wizard), and damage is fixed at 5d6+Int Bonus (regardless of level). 4E did away with level based damage entirely. Higher level abilities have more dice of damage, but it's not a straight 1d6 per level progression. Around level 30, they cap out at about 7 or 8 dice, plus stat and magic item bonuses. Rogues can exceed 10 dice with sneak attack, but even that is capped at 5 extra dice. This has the much needed effect of eliminating the Quadratic Wizard problem, wherein a single Level 20 wizard can easily match or exceed the damage output of a dozen Level 20 fighters. |
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I'll keep playing GURPS up until it starts regularly employing transfinite and surreal numbers. But I refuse to attempt to roll ωd6. Or even 6dω. |
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Well, to sort of stay on topic . . .
There are people out there with crummy math skills, for whom addition is faster than subtraction, both are faster than multiplication, division is nearly hopeless, powers are hopeless, and transcendental functions (trig functions, logarithms, etc.) are "stuff geeks did that I didn't understand." This makes anything that relies on fractions or percentages difficult, texts containing mathematical expressions frightening, and even table look-ups kind of scary. Probabilities are best left vague, not played upon explicitly. Then there are the people who have a PhD in mathematics or a physical science, who would consider all of the above trivial. Thus, audience selection is always an issue when deciding how much math to design into an RPG. For GURPS, we were already aiming fairly high with the concept: a single, unified tool kit for emulating specific genres and fictional tropes, for telling stories in worlds that exist only in the mind, while keeping a synthetic persona separate from your natural one. Thus, we aimed the math at the same general level of mental horsepower. That means we took "can do basic mental arithmetic (+, -, ×, and ÷) intuitively, without much regard for the specific operation" as given, and didn't dwell on it, and included things immediately upscale from that (%, √, etc.) without comment. If GURPS were a single-genre, intro-to-roleplaying kind of game aimed at total newbies to the hobby, we would have to lower the conceptual difficulty, and at that point we would probably lower the mathematical difficulty to match. It's a valid criticism that the two don't have to track one another, but we reject it. A game written to appeal to advanced roleplayers with bad math skills, or to people with excellent math skills but no grasp of role or story, would end up insulting half its potential audience by writing down to them. A game that maintains a consistent high level shows respect for their ability to learn and adapt. |
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Are learning disabilities really that common though?
Not every game is playable by everyone, and that's not a bad thing. |
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There's nothing disgraceful about it. But I won't call the disabled differently abled. My severe anxiety makes me mentally ill. It is what it is. |
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One might argue that people who don't spend much time reading or doing math are less intelligent. Since most intelligence tests are based on reading comprehension and mathematical skills it's kind of a catch-22 though - people who don't practice the kind of skills that are on intelligence tests tend to score lower on those tests. However, all that said, my experience is that most RPG players are of above average intelligence. Of course, at the same time, most of them want to believe that they are of significantly higher intelligence than they actually are, so anything that might make them look "dumb" becomes an activity that they don't want to participate in. This may be where the whole "GURPS requires knowing cube roots and other hard math" meme comes from - while GURPS doesn't actually require that much mathematics to play, it does require more than many games, and anyone that doesn't particularly like doing math is going to dislike it for that reason alone. Then, to make themselves feel better, they are going to make the math that GURPS does use sound far harder than it actually is. |
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I believe PnP roleplaying games will make than come back in the future. There are certain groups of people who hated PnP roleplaying games after it encought you to think and use your invageion.
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But I find that doing either brings rewards. Reading brings the reward of getting to explore interesting worlds and interesting characters, or acquiring useful information. Doing arithmetic brings many rewards. I keep track of personal finances (budgetting), I get to make better decisions in computer games (even if often it is as simple as calculating or intuitting the "value density" of loot in Skyrim), I get to objectively simulate interesting characters who differ starkly from the average in specific regards, in RPGs, and so forth. But doing either as a thing in itself is completely unrewarding for me. It makes as much sense to me as fetishizing the act of sitting in front of a computer and using it. A computer is a tool, interesting only in terms of what I can do with it or on it. Like reading, writing and arithmetic, it empowers the person who has mastered it. |
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Sorcerers are freer to cast Fireballs, though, since they don't hae to prepare spells. But my point stands that casting Fireball is not routine in any edition of D&D, except at very high levels. |
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Also, those who are biased against GURPS in factual ignorance often fail to overlook that most of the arithmetic is done prior to game start. In advance. They assume that the arithmetical work is spread evenly throughout the sessions, sometimes because that's what they're used to in D&D or AD&D. |
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Though I do have some pretty awesome hats... |
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Hatters gotta hate too. 'Cause they're mad, doncha know?
"We're all mad here" |
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I somehow misread everyone's point in relation to math phobes. I thought someone wrote about those having difficulty with basic cyphering like division and multiplication, not simply disliking it. |
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It's those that refuse to ever challenge their emotions that are the haters that are hating and won't every not hate. |
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I hate to say this but you guys are talking in circles now. This Verdana font is pretty rounded. :)
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Hating GURPS likely has little to do with fear of cyphering or math, and more to do with hating GURPS. |
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however when the basics are meant to have been learnt and calculator are allowed in class and the emnphise switches to problem solving the speed issue dissapears in the preformace level with the rest of the class. it not a problem learning math at all. lightning calcultors can do algebraic equation at that speed level not just cycphering |
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This thread seems to have spiraled* out of control.
* a Fibonacci spiral, of course. |
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I would be interested in a 5th edition for the same reason people playing D&D 3.X are interested in their 5th.
I still play the 3rd edition of gurps and would kind of feel better entering a new system knowing everyone is doing the same and we are all united (not that this isnt true for the 4th). OTOH, 3rd edition is so good with a moderate ammount of house rules, I dont know if I will ever change |
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What motivates a 5th edition is unlikely to be any kind of failing (real or perceived) in the 4th – or the 1st through 3rd – nor is it likely to be fan pressure. Most likely, if it happens, it will be tied to moving to new media. Rules may very well remain entirely unchanged, but simply be better-integrated and more easily found thanks to technology. We'll see (or not) . . . |
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One thing I worry about with new technologies is the concept of limited life. With the sheer volume of PDFs out there I feel somewhat confident that a PDF reader will be available during my life time (I am over half way through it already). I think PnP RPGs don’t have a limited life. While you may not want to play an older game, they are a wealth of ideas. The thought of not being able to go back and reread something for ideas is badong (Kung Pow! Bad and Wrong:). |
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People need to be careful what they wish for. We often talk about how the game company can't come into your home and either:
Finally, lots of DnD players were bragging on-line that they had stopped buying the books as they got all the rules 'for free' in the DDi. What they had failed to grasp was that, Wizards will choose to turn that service off at some point (probably when 5e comes along soon) and at that point they will have nothing. DnD 3.x players can still use their books to play the game if they wish; the 4e crowd will be left with nothing in many cases. So moving to a wholly (or even predominantly) on-line solution for delivering rules seems like nirvana, but it could be hell. |
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I like 4th because the production values are current and on par with DnD 4e, Pathfinder, etc. The rules for me are a push. All my Gurps 3rd material is with my garage with my MegaTraveller, Dark Conspiracy and Cyberpunk 2020, etc. - classic and well liked RPGs.
An on-line or electronic version of Gurps does not have to be a 5th edition, just 4th Edition in a revised format. The third edition paperbacks towards the end of the game were costing up to 28.95 each, so the full color hardbound books of Gurps 4th edition at $34.95 I saw as a real bargain. I would liked to have seen Black Ops, Cliff Hangers, Old West, etc. get the 4th edition full color hardbound treatment - but the current support is very good. Some new 3rd edition material got released in recent years and keeping the classic Gurps material in print on e23 is a real plus. Also - there is plenty of 4th edition Gurps material out there now so you can just play 4th edition - and thanks to e23 its always in print. The price of Gurps material on e23 - average price of around $7.99 is a real plus and having Pyramid come out monthly as a Gurps supplement is as good support for an RPG as I want. So - with Gurps 4th well supported with lots of material and considered to be a solid set of rules - the business case for the cost of creating a Gurps 5th edition right now is not there - 3rd went for 15 years and 4th will go at least that long, hopefully much longer. |
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wow, time flies. Standard disclaimer: I know nothing of SJ Games internal processes. I will make a very open prediction for the next ten years. There will be a major shake up in GURPS books sales model. It might be: DFRPG taking off and getting print support while GURPS doesn't. a series of different boxed set looking less and less like GURPS 4E. a (very unlikely) rework of 4E put in a boxset. a 5E incorporating web and new non print techniques. (horrible to speculate) GURPS not releasing any more books. crowdsourcing of funding for all print projects. But I think the buy Basic set, then buy GURPS book that you want to use, then buy PDFs for infinity won't hold up for another ten years. |
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Maybe. |
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The only thing I'd ever want to see is a consolidation, integrating the most important rules expansions and addenda back into the main books (for example, the Create advantage from Powers, and a good chunk of the Social Engineering stuff). But that would be another Compendium-style book and SJG is most definitely not moving in that direction. It's moving in more or less the exact opposite direction. |
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(I seriously hope I don't get an infraction for stating a basic fact, but if so, then I'll accept it.) |
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SJ Games does not, as a rule, discuss unannounced releases (particularly major products such as GURPS 4E) before we are good and ready to do so. We have been burned too many times by premature announcements of things that, for one reason or another, never made it to market. It is our experience, however, that simply ignoring the "When are you doing XXX?" question just makes people ask it again, louder. And sometimes the honest answer is, "We don't have plans to do it but we aren't ruling it out down the road," which satisfies nobody. Having said that, Phil's flat statement that we are not working on or even really thinking about GURPS Fifth Edition is true. We wouldn't be putting a LOT of time, effort, and money into a new Fourth Edition-compatible boxed set if we were moving on to 5E in a couple of years. In any event, the reasons we updated to Fourth Edition just don't hold true right now -- the system is NOT overloaded with options, we have NOT figured out enough different ways of doing things that we could fill two books and then some with house rules, and (most important) we do NOT believe that a Fifth Edition would be a good use of our limited time, effort, and money. If we did, we would have done that instead of the DFRPG. |
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Everything we've heard about DFRPG suggests that the changes are isolated and specific (changes to certain advantages, adjustments to individual spells) or reductive (eliminating/simplifying certain complex rules, which has the effect of making the complex versions "optional" from the perspective of Basic, in the same way that tactical combat is optional). None of it seems much more significant than a series of house rules designed to work in a DF setting. Nothing nearly as major as (off the top of my head examples) removing PD or altering the skill cost progression, both of which had knock-on effects that radically altered large chunks of the game. |
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Yeah I think it was you could sorty of call it 4.58 if you wanted to and IIRC he said it was like 90% or maybe 95% comatbile.
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Another reason to update will be when the tech in high-tech, Ultratech and even the Basic Set is completely out of sync with the present day.
I make no predictions, but I suppose that puts a practical cap on 4th edition. |
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Nah. Then it just becomes "retro" tech like Traveller, Lensman, etc.
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At the very least you've got to do a revision. Also, its less of a problem, but prices get a bit wonky too. Especially if things become very available or very scarce over next X years |
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DFRPG using GURPS Edition 4^DF and GURPS Discworld using 4^DW |
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