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Old 01-24-2013, 02:07 PM   #51
sir_pudding
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Default Re: GURPS Essential core books

I'm still utterly confused by the rules for Perk Limits, though.
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Old 01-24-2013, 02:29 PM   #52
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Default Re: GURPS Essential core books

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Originally Posted by sir_pudding View Post
I'm still utterly confused by the rules for Perk Limits, though.
I just don't put any limits on generic perks. Combat/MA/Style Perks use MA limits.
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Old 01-24-2013, 02:33 PM   #53
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I just don't put any limits on generic perks.
There are rules, however, for a limit in PU2.
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Combat/MA/Style Perks use MA limits.
Why not just not have a Style and take them as General Perks, which apparently (at least according to Doug Cole and Shawn Fisher) you always can. It seems to totally disincentive Styles. I am confused. Of course this is all terribly off-topic. Apologies.
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Old 01-24-2013, 02:42 PM   #54
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Why not just not have a Style and take them as General Perks, which apparently (at least according to Doug Cole and Shawn Fisher) you always can.
Because the GM says you can't. Such rules are optional. If the referee chooses to use them in its' game, attempting to bypass the spirit of those rules is unlikely to go over well.
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Old 01-24-2013, 02:50 PM   #55
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Default Re: GURPS Essential core books

Off Topic post moved.

Last edited by sir_pudding; 01-24-2013 at 02:54 PM.
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Old 01-24-2013, 03:52 PM   #56
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Default Re: GURPS Essential core books

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...
I'll go one farther: Action 2 is the single most underappreciated book in GURPS.
It's awesome. In 5e it should be part of the core books.
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Old 01-24-2013, 09:34 PM   #57
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What would you use to run Minority Report? Action. The Matrix? Action (with a heavy dose of Action 3)... and probably some supers. Equilibrium? Action with LOTS of Gun Fu. Aliens? Action with lots of Tactical Shooting. Predator? Action with a single alien.

It won't cover everything. Star Trek is more about exploration and diplomacy and technology, so it's sort of a classic "GURPS Space" kinda game. The same is true of Doctor Who. And Star Wars is more GURPS Fantasy + GURPS Martial arts IN SPAAAAACE than GURPS Action.
Slightly off topic question: Is Action a good fit with traditional four colour supers?
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Old 01-25-2013, 02:09 AM   #58
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Slightly off topic question: Is Action a good fit with traditional four colour supers?
No, that would probably be GURPS supers. Action is mainly about gunplay, heists and chases, the sort of stuff you see in action movies like the Transporter, Expendables, Die Hard, Lethal Weapon, the Bourne series, and so on. It's really geared for 200-300 point characters, larger-than-life guys who nonetheless "feel" realistic.

Supers, especially four color supers, tend to discard realism, and not just in the sense of the fact that they have super-powers. A super with a fireball power never bothers to pick up a gun, for example, and heroes infiltrate with infiltration powers. As a general rule, supers use their powers to do everything. Even heroes without powers (Batman, Iron Man) have some profoundly larger than life ability, and use that prodigious talent to accomplish everything. And even they tend to follow rules and stick to their core themes.

So for Supers, you want GURPS Supers, and GURPS Powers. Though I personally think that GURPS doesn't do supers well, though not for the reasons most people cite.
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Old 01-25-2013, 02:30 AM   #59
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How does DF 2 rate on 'applicable outside its intended setting' do people think?
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Old 01-25-2013, 02:36 AM   #60
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How does DF 2 rate on 'applicable outside its intended setting' do people think?
Most of what's really broadly applicable is just restatement/reorganization of existing material (primarily from the Basic Set). Although it depends on what you consider to be outside the intended setting. If you are running something with dungeons, monsters and traps then it's considerably more useful. I wouldn't recommend it for a game based on Charlotte Bronte and Jane Austin though.
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