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#11 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Have you read GURPS Lite yet? (it's free)
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#12 |
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Join Date: Sep 2009
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#13 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Bill Stoddard |
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#14 | |
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Join Date: Jul 2005
Location: Jeffersonville, Ind.
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When I started playing RPGs back in the day we did that with modern day weapons.
Fast forward a long time, a zombie hunt ala Left 4 Dead could make a nice "dungeon".
__________________
The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
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#15 |
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Join Date: Sep 2009
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That is they type of thing Im looking for. One day do a zombie survival game, next day fantasy, next day sci fi skirmish...all from one system.
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#16 | |
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Join Date: Nov 2008
Location: Pennsylvania
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Quote:
repeating some answers, but.... 1) Normally, yes; GURPS is played on a hex map - some people play without minis and a grid - For a while, I've been experimenting with not using a grid. I use a measuring stick for movement like what you might see on a table top wargame. 2) Yes 3) The 'core books' consist of two books: Basic Set Characters and Basic Set Campaigns. - You may also be interested in GURPS Lite which is free and is meant to be an introductory version of the game. You can find it here: http://www.sjgames.com/gurps/lite/ - There are also plenty of free goodies on e23; in particular, I suggest the GURPS Combat Cards. - as others have said, Martial Arts is also very good. - High Tech is great for if you plan to use guns quite a bit Also, don't worry about using the system for a 'beat em up' game. One of the things I did to help myself learn the game was to build a few characters and run a combat between the characters I created. Secondly, GURPS is a very flexible system, so it can handle hack & slash just as well as it handles haggling with the merchant. |
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#17 |
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Join Date: Sep 2009
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Great. Some great advice here. After looking over the lite rules and variuos reviews the combat sounds great. Its "gritty" and strategic which was what I was looking for.
Yet another question... -For those of you who play without a hex-mat, do you just take out the certain rules (movement, knockback, etc). I was just wondering how that works. Though I love battles on maps (hexes, grids) it does speed things up if you dont have to have miniatures, maps, and counters to set up. Thanks |
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#18 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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I play without a hex map, and don't remove any of those rules, as a hex is one yard, and GURPS use real world measurements for it's system, we merely describe thing like distances to each other.
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#19 |
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Join Date: Sep 2009
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Gotcha. That would more convinient (in my mind at least). So you just keep track of how far the characters are from the NPCS? So flanking etc, still apply without a map/grid?
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#20 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Quote:
If you playing on a scale, but unhexed map, just use a scaled ruler like the war gamers, if the rule has them under a scaled yard from each other they are in close combat. I play the more description method, when exact position begins to matter to the group, that when I brake out my other then d6 dice in my collection, and THEY become my miniatures , different sizes and differ number mean differ thing depending on the situation Last edited by roguebfl; 05-02-2010 at 04:22 PM. |
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