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#101 | |||
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Join Date: Jun 2022
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And... well... it's very boring comparatively speaking. I mean even CP 2020/2077 is jazzier, and I've always thought CP 2020 was completely boring. My setting recommendation would be to bring GURPS 3e Technomancer into the roaring 2020s... and as luck would have it there's a few people on the forums working on doing something similar. |
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#102 |
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Join Date: Apr 2022
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Kill em all, it's just a game after all.
And no, I'm not a 'killer gm', just someone who thinks that balance is extremely overrated, and sometimes not fighting is the way to go, and as long as THAT is conveyed properly...that only leaves very few venues of PC death. Hubris, blinding greed, malignant foolishness instead of just ineptitude/miscalculations, or just plain old back luck. And it's best to weed out the first three aspects, this leaves bad luck and honest miscalculations, and that means tactics, and that means more fun. It will also establish you as a GM who rewards 'goodness' (not in the moral sense) and a GM who at least appears to be honest. Which garners respect and makes victories feel ever better. I know GURPS is very front loaded via the character creation, but...it's still just makebelieve. Give the makebelieve people some actual risk. It's good. "Won't this raise players into min maxing munchkins?" Not necessarily. People still tend to go the path of least resistance, the chance of PC death just shakes up and lessens some of the 'hurr durr' trances that can crop up (even in meself). It happens in computer games, too. It's not easy for most people to be 'tryhard' and 'sweaty' 24/7. But a little bit of it? That's something most people enjoy. Sink their teeth into something and take it seriously. Your world will also come more alive. P.S.: Also, it will test you if you're actually making things fun ...because, speaking from videogame standpoints again. "Man, I lost, all my work ...and I lost" My brudda ...şu playest a gayeme...and not toileğ in the fieldsetheth. Why art şu wroth about loss of laboreee? Hağ I consigned şee to a labore campe inadvertenly?! My shame is immeasurable and I apologize deeply for my deceit and pretense that this was a game, a folly for your delectation...orsumfink. It should be fun, not work. If you can pull that off, then a feather into your cap.
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If it's forbidden to say anything good about something, why believe the bad that's said about it? If it's forbidden to say anything bad about something, why believe the good that's said about it? Last edited by Lovewyrm; 08-05-2023 at 04:03 AM. |
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#103 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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My preference is to run campaigns where it feels as if the setting is a real world. And real worlds have real dangers. I don't want to run a game on a stage set where everything is contrived to make the player characters the only real people, and ensure that they come to no harm.
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Bill Stoddard I don't think we're in Oz any more. |
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#104 | |
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Join Date: Aug 2007
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The difference between 8 and 12 also might not matter as (at least today) HP ammo for pistols is common. That increases tissue damage but also increases DR. Pistols are usually for unarmored targets. Doing 9 pts against DR8 is generally not effective. 1 pt of damage would only be -1 to the targets attacks the next round (and nothing if he has High Pain Threshold) . Then if the target has 20 HP you're looking at 14 hits to put them at "reeling". Armor Piercing ammo also tens to be a mixed bag. If you use it in sub-10 mm weapons it degrades "P" to "P-" and that halves tissue damage after armor penetration. So if you used 9mm AP at 2D+2 and did 9pts That's 9-6 v DR12 armor and round down to 1 pt. Lowering DR to 8 makes it 9-4 and then you round down that remaining 5 to 2. Players would probably adapt to this by carrying bigger guns and/or aiming for the Face. You can buy a Targeted Attack Technique and lower the -5 for the face to a -2.
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Fred Brackin |
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#105 |
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Join Date: Nov 2011
Location: South Dakota, USA
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Stupid question: Did we bring up making sure you know actual RAW?
The talk involving Third Edition GURPS reminded me of how silly mistakes can easily get you killed. I even have three examples from the same Third Edition campaign: TL3-4, medieval-flavored, Earth-like setting but without magic. We were running a mercenary unit, so all were supposed to be combat competent, if not experts. Most on topic example: My character was on the wrong end of a 2-person crossbow (small ballista?). I failed my dodge, took a bolt to the chest, and went from max HP to -2xHP in one shot. Failed my death check. Ouch! Except we were using the hit-location rules from Compendium II, page 52-53, including the damage caps for things like blow through. Ergo I should have only taken damage up to my max HP, and thus shouldn't have had to make a Death Check at all. GM retcon that I was only mistaken for dead. ;) Now, if we were a new group, it might make sense to forget the Shock penalty from injury. We'd been playing 2-5 years at this point, so we had no excuse. Well, unless you count slapping High Pain Threshold on almost every character we'd ever made. None of our mercenaries had it! My character was an archer, so I still think it was justified. The three other party members, all frontline fighters? Not so much. The GM didn't realize what this meant, either, until after those first few rounds of combat... ...speaking of the GM, he made some goofs as well. For starters, that first combat? It was up against what he intended as a "boss monster". A ogre who wore no armor, and would always use All Out Attack to attack twice in a single turn. Imposing, but we had three melee fighters and me firing arrows at it from just under Half-Damage range. What could go wrong? Yeah, nearly a TPK. The GM gave the ogre Toughness +2 to raise the ogre's natural DR to 4. No question about whether that was balanced gameplay wise, or if it made sense for the ogre's hide to be that thick* Yes, we could do enough damage to get past that... if our two stronger melee fighters weren't struggling with shock penalties. In the end, we only survived because, while the ogre was chasing down my archer, the ogre failed a consciousness check (we had taken it down to 0 HP). >_< *He was using the Ogre Racial Template from GURPS Fantasy Folk (for Third Edition), just with their Magic Resistance swapped out for a level of Strong Will.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#106 | ||
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Join Date: Aug 2022
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But please bear with me on this one. WHat the heck is pyramid rules? I mean... it seems the logo for Steve Jackson games is a pyramid? Wouldn't that mean all of gurps is pyramid rules??? Quote:
TBH... the biggest complaint that can be levied against the game is the layout of the book but that's most TTRPGS. I wasn't even able to find that in the combat lite, the combat or the tactical combat sections in the book! I found it from a years old post on here! One of the reasons why I haven't continued playing that little game with that character since (Bad Bart hired to investigate disappearances of poor, fully human persons in potters field, Mirage.) Is because I realized that I need to redo the character and that means I needed to get my sourcebook's magic, cybernetics and vampire rules done if not the lore. A lot of this is lifted from other books like GUPRS Ulra Tech but some of it needs adjusted rules (VTM is made for an older version of GURPS) But the other biggest problem is cyberware and vampire powers often are like "confers the charisma advantage +1" or "gives "Nictitating membrane." (another advantage.) And every time I'm like "oh spank you spanky helperton! Thank you for telling me to open up an entirely different book to figure out what this does!!!!" The philosophy of my source book is that you should need the basic set: Characters and my book and no other material. That everything should be clear and easy to understand and that you should be able to pick it up at a glance with none of this page turning back and forth to figure out basic rules nonesense. So it's taken some time to figure out what I want to port over to my setting, parse out how these powers / cybernetics work, determine if there needs to be an adjustment and then write the description in plain English in the source book so that my players can read it and decide if they want it at a glance instead of having to flip through three separate books just to tell what something even does. In fact it's being lain out the opposite of most source books. Lore in the back. A BRIEF intro to each chapter subject in the front. Then everything is broken down so you can grasp the rules of the setting as quickly as possible including a table of contents for each chapter because I know from experience after the first time you open a source book 99% of the time you are opening it for a rules question, to look up an advantage ect. TBH I'm quite proud of the project and this weekend I should be able to rebuild bad bart, give him a companion and do some roleplaying playing all the parts myself :). It'l help a lot with my ease of flowing through the rules and each session will help me write finer details in my lore and setting. Grand vision stuff is comparatively easy to write (who founded the city ect.) But the real juicy bits of a setting or story only come out when you let it live. You're not even sure what kind of story you're working with until you let all the characters and setting live and define themselves tbh! Last edited by Colonel__Klink; 08-05-2023 at 10:35 AM. |
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#107 |
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Join Date: Aug 2007
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Articles printed in Pyramid magazine. There have been 4 versions over somethign like the last 25 years. The first was paper and ink. The second was subscription only online. Three was monthly in the SJGames webstore and Four is special event only and usually Kickstarted.
If you go to the SJGames webstore you cans till get any issues from the third and fourth versions.
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Fred Brackin Last edited by johndallman; 08-05-2023 at 01:37 PM. Reason: quoting |
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#108 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Secondly, AP arrows, as described in the rules, should not be impaling. Aside from any other considerations, that makes standard arrows worthless, and GURPS is at heart a game.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#109 | |
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Join Date: Aug 2022
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Last edited by Colonel__Klink; 08-05-2023 at 01:04 PM. |
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#110 | |
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Join Date: Jul 2008
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(There are alternatives for this for the picky, but they're in house rule territory.)
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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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