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#1 | |
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Join Date: Sep 2012
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I have GURPS Basic Set 4e and 3e but I don't have Vehicles any version. I have Action Tricked Out Rides for 4e so I'd need… it's Exploits, right? There's also… I don't know how the Vehicles system works but in the first GURPS Autoduel, you roll 3d6 for every single manuever and hazard, up to three times per second. In CWC, you don't need to roll if you're safe or XX, only if you're in between, and it's only a single d6, and you don't need to look anything up, the number is right there (for example if it says 3 you need to roll 3 or higher). Fun! The phase-based movement system is built right in (it's an optional rule in Autoduel—that was the one thing I wanted to take from Autoduel 2e for GURPS 3e, it seemed a li'l better there). Also the character system is simpler than GURPS (while still being a step up coming from Moldvay Basic). I can still use the scenarios and situations from GURPS but the character system is more than enough. The math also seems more robust in CWC (2d + adds rather than 3d6 roll low; less extreme bell curve). Thank you for sending your ruleset! I see you're also using Tricked Out Rides and CWC. |
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#2 | ||||
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Join Date: May 2020
Location: Winnipeg, Canada
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As for using GURPS Vehicles 2e, I've never taken the time to learn, myself. I bought the GURPS Vehicle Builder program for 3e but have never really used it. I typically convert existing CW vehicles (even the "illegal" designs from the AADA Vehicle Guides and Combat Showcase) using the process in Chris Goodwin's GURPS Autoduel RPG 4e doc, my tweaked version, and Describing Vehicles from Pyramid 3/120. I also hand-wave or eyeball things that don't quite jive (like acceleration), there's always things that won't convert cleanly (or at all). The important part is the 4e stat block, IMHO. Quote:
We're also playtesting the breaking out of certain classic CW maneuvers (like the Bootlegger Reverse and T-Stop) from the Driving (Wheeled) skill into separate Techniques, once I wrap my head around things. Action 6 is great for superspy type armed vehicles but not so much for Autoduelling machines. It is a good starting point for devising one's own system. We've used it with the GURPS After The End books to design vehicles for GURPSified Chassis & Crossbow/"PTSD Maxwell" scenarios to great effect. Last edited by sparcipx; 01-24-2024 at 01:47 PM. |
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#3 |
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Join Date: Sep 2012
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So the vehicle movement combat stuff you're using is from the 4e Basic Set right? B464
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#4 | |
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Join Date: May 2020
Location: Winnipeg, Canada
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We've also discussed GURPSifying the Car Wars crash table into our game for flavour, but I'm holding out for now. |
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| Tags |
| autoduel, car wars, nostalgia |
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