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#1 | |
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Join Date: Jul 2008
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It's possible one of the sources you have replicates this, but I don't think so.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#2 |
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Join Date: May 2015
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Ah thanks! I didn't realize there were such rules in High Tech. I think the last time I read through the whole of that book was using the first printing.
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#3 |
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Join Date: Aug 2004
Location: Saskatoon, SK
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HT page 55. It's only 2 paragraphs. I think what you want is already in DF 16. It basically uses HT with more detail on determining effective move, terrain effects, etc.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#4 |
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Join Date: Jul 2008
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DF 16 doesn't appear to have fatigue-per-hour covered in any way. It might have a matching basis for its calculation of daily progress (can't check, can't currently find my HT), but it doesn't provide all the functionality that HT does.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#5 |
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Join Date: Feb 2016
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One of the missing parts of GURPS is the effect that Area Knowledge should have on travel times. Most of the time, the popular routes are the easiest trade routes rather than the fastest travel routes. I would suggest that a successful Area Knowledge roll should be able to decrease travel times by 10% when traveling on roads (you know when and where there is traffic, which side roads circumvent construction, etc) and by 20% when traveling cross county (you know the best game trails, where to ford streams, etc). When applied to daily travel distances, I would suggest just increasing the distance traveled by 10% on roads or 20% when going cross country with a successful Area Knowledge roll.
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#6 | ||
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Join Date: Aug 2004
Location: Saskatoon, SK
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Quote:
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So exactly what functionality is HT adding here?
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#7 |
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Join Date: May 2015
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And are we all talking about the same version of High Tech here? i.e. Are you guys talking about the 4e HT? I am on the verge of ordering one, but if it turns out not to have anything more than Dungeon Fantasy has, well, I'd prefer to know in advance.
As for Area Knowledge affecting travel times, I think that's a good general idea but it also seems like something to suggest the GM make a ruling on. A predictable percentage doesn't make much sense to me, as it would vary by circumstance. It also seems like a different sort of thing from the rate of travel on a known route. If there's an abstract modern city situation or road network with car traffic, or a city with very crowded pedestrian traffic, or known shortcut paths in abstract countryside, sure. In some other situations, there might only be one road, or no helpful shortcut. And if the GM has a specific map and the route taken is known, then it wouldn't apply. |
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#8 |
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Join Date: Apr 2005
Location: France
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In my humble opinion, if you buy High-Tech (for the 4th edition, yes), you will be very disappointed. Not because it is a bad book. To the contrary, it is a very good one - the one I use the most. But I use it because I play Call of Cthulhu adventures, and there are a lot of very good hints about roaring 20ies weapons and gear. Now, for what you are looking for, there are only two paragraphs, as it has been said above. Plus some detailed travelling tools, of course.
Sure, those two paragraphs give a much more realistic rate than the one given in the Basic Set. And now that I know it, I use only that one. First, because it is a much more realistic rate (I don't want to revive the huge old threads about hiking rates here - you can easily find them if you want). And second, because it is a rate in miles per hour rather than one in miles per day. So, it allows the players to exactly choose how much hours they want to travel per day, how long they do rest and when, etc. Used with the Basic Set Long Task rules, it gives a much more realistic result than the Basic Set rate. Furthermore, for my own adventures, a rate in miles per hour is much more useful: how long does it take to go to the station on foot is a more frequent question that how many miles can we cover per day. So, is buying High-Tech a good idea for you? If you buy it only for that rate, no in my humble opinion. One book for two paragraphs is a bit expansive. But, if you also want more detailed modern weapons and gear, yes, you can buy it. It is really an amazing book, with a lot of very good things. My hint: look at the excerpt! It will help you to make your decision. And it may also give you the new rate... Last edited by Gollum; 11-30-2017 at 02:04 AM. |
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#9 | |
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Join Date: Jul 2008
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I can't currently find mine, so I can't really provide a check Corwyn's assertion. It doesn't match my recollection, but that's a weak source.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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| Tags |
| book recommendations, gurps, house rules, travelling |
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