Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-22-2020, 01:29 PM   #1
jsbrewster1
 
Join Date: Feb 2018
Default Re: Equipment Familiarity

Another related question, if I pick up something I've never used before, say a broadsword when I have no sword skills whatsoever, do I take all the unfamiliarity penalties as well as the lack of skill penalty. So if I don't have an unarmed skill I have an unfamiliarity penalty for not knowing how to make a fist? In case you couldn't tell, I get a little frustrated at times with the complexity of GURPS. And yes, I could ignore all the rules I don't like, but then why bother with a game system at all.
jsbrewster1 is offline   Reply With Quote
Old 04-22-2020, 01:59 PM   #2
Celjabba
 
Join Date: Sep 2006
Location: Luxembourg
Default Re: Equipment Familiarity

Quote:
Originally Posted by jsbrewster1 View Post
Another related question, if I pick up something I've never used before, say a broadsword when I have no sword skills whatsoever, do I take all the unfamiliarity penalties as well as the lack of skill penalty. So if I don't have an unarmed skill I have an unfamiliarity penalty for not knowing how to make a fist? In case you couldn't tell, I get a little frustrated at times with the complexity of GURPS. And yes, I could ignore all the rules I don't like, but then why bother with a game system at all.
Familiarity rules are for using equipment, so your fist are safe from them :)
Melee weapon are not listed as taking familiarity penalties in the basic book, although martial Arts suggest it as a option (MA 202).

Gurps is very simple as it core, you make it as complex as you want by deciding which level of detail you want.

If you have it, "How to be a Gurps GM" help with deciding which setting to toggle off or on.
In it, Familiarities are classified in the "for full bells and whistles, result in the most detail and complexity at the cost of some speed" category.
Celjabba is offline   Reply With Quote
Old 04-22-2020, 02:14 PM   #3
jsbrewster1
 
Join Date: Feb 2018
Default Re: Equipment Familiarity

Ah, thanks! Didn't realize it existed, I'll consider getting that. I do like the GURPS system, 3d6 is such a better range of results than a d20, but as I said, sometimes I get frustrated with what I consider to be needless complexities in the game. I'd never penalize a player for using a Colt .38 instead of a S&W .38, as long as the mechanisms are the same. And even if they are slightly different, for example, a striker-fired versus hammer-fired 9mm, that's about 15 minutes of familiarity, not 8 hours.
jsbrewster1 is offline   Reply With Quote
Old 04-22-2020, 03:54 PM   #4
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Re: Equipment Familiarity

Quote:
Originally Posted by jsbrewster1 View Post
I'd never penalize a player for using a Colt .38 instead of a S&W .38, as long as the mechanisms are the same. And even if they are slightly different, for example, a striker-fired versus hammer-fired 9mm, that's about 15 minutes of familiarity, not 8 hours.
Lots of other people wouldn't either. It totally depends on the style of game you're going for. I don't really worry about what GURPS officially marks as optional or not. I think of the whole thing as a menu and I'm trying to plan delicious meals for my players. My 10+ year 3e fantasy campaign never even used hit locations. What I love about it, though, is that the complexity is there if I need or want it.
Dalin is offline   Reply With Quote
Reply

Tags
equipment, familiarity


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:34 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.