03-26-2023, 02:54 PM | #91 | |
Join Date: Aug 2004
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Re: Math, GURPS, and its reputation for complexity
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(If you activate an Immovable Rod on a moving train, does it wreck the train, or keep still within the train's frame of reference? What about on a spinning planet? A planet orbiting a sun? etc.) The "Fly" spell is considered "transmutation" so, sure, it works. You just need a willing "creature" and the magic doesn't care about the creature's brain structures. ... This is all not really relevant to GURPS' complexity. GURPS is more real-ish than many systems, so I suppose it is more vulnerable to this kind of rules lawyering. Or less vulnerable, if the traits were designed with more "consistency" in mind. |
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03-26-2023, 03:03 PM | #92 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Math, GURPS, and its reputation for complexity
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03-26-2023, 04:03 PM | #93 | |
Join Date: Jun 2013
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Re: Math, GURPS, and its reputation for complexity
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But, of course, if having unlimited usage of your abilities will result in a more enjoyable game, by all means do it that way. You could just handwave away the need for carrying and restocking ammunition, give the characters the means by which they can ignore it (Cornucopia Quivers, energy weapons using perpetual energy cells, etc), or whatever.
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GURPS Overhaul |
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03-26-2023, 05:44 PM | #94 | |||
Join Date: Jun 2010
Location: Dreamland
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Re: Math, GURPS, and its reputation for complexity
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The specific handwaves are themselves sometimes fun or a different form of balance; A 'cornucopia' advantage I worked out as being 15pts for bows and one player was willing to take it for all their specialty arrows. Magic as Advantages definitely costs a lot more points than As Skills, but that counteracts the lack of need for in game FP costs. And as usual, I could easily blame this on a lack of my GM skill. If I knew how to properly do long term resource management, I could properly GM it. I just haven't learned it yet, even when I try or am forced to. |
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03-27-2023, 01:07 AM | #95 |
Join Date: Apr 2022
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Re: Math, GURPS, and its reputation for complexity
The solution is, unironically: Derision and mild bullying.
"What? You can't deal with basic GURPS maths?! Bro... (unisex word) Bro... listen... bro... I know...speed, it uses decimals bro, but you can literally just use normal division and use the remainder as a lookup table since the division by four means the decimal place can only ever be .25, .5 and .75. So, 5 = 1.25, cause 4 fits 1 times into 5, with a remainder of 1, and a 1 divided by 4 is literally one quarter, so 1/4 or 0.25. You can't do that? You can't do that? You can't do that? You can't do that? You can't do that? You can't do that? You can't do that? You can't do that? You can't do that? You can't do that? You can't do that? You can't do that?! You can't divide a pizza into four parts? Or a cake? You can't do that? You can't do that? You can't do that?!?!?!?!?!?!? For real? For real now? Really? Really you cannot? You cannot? Especially usually once at character creation? You simply cannot do it, huh? You will miss out on one of the greatest TTRPG systems ever because you cannot do this? What? But no, no you won't. Because now...we're gonna just use four movement points for everyone and we will decide initiative once and monsters always move after all players. Yeah thought you could get away with the GURPS math meme huh, thought you can walk away. No. Not today buckeroo. We're using simplified rules and you're gonna play, no matter how mad you are right now for me pushing this. That's what you get for being a slave to popular role playing system published by WotC/Hasbro (don't actually know), you stockholm syndromed poltroon! But I will replace that. I will replace your yellow bellied, beaten wife streak with mine. I'll have you rolling 3d6s in the GURPS mines from now on, boyo. You're going in the pit. You're gonna memorize the nasty transscendantal equation table so hard that it will be your morning and evening prayer. The basic set will be your nighttime pillow and your comfort plush from now on, buckaroo. And you will play GURPS with me or I will physically beat you. I will thrash and flog you. Mercilessly. For being such a little bitch baby. That's right, you heard that right. I will assault you for being such a stockholmed pansy because that's the only damn reason you're not doing it. You're stuck on 'Dindy' and it's a peer pressure thing, you don't want to be uncool for not playing it, you want to belong. But they're all dead now. They died in the OGl war, they're dead. What are you gonna do now, huh? What are you gonna do now?! Do you really want to slight me too? And lose ALL your TTRP opportunities? Over basic arithmetic memes that are no hindrance really? Especially with computer tools? No. Cause as I said. You will play GURPS tonight. It's for your own good. HA HA HA HA HAAA. But for real, I know where you live.... now grab your dice and roll up a character " |
03-27-2023, 01:17 AM | #96 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Math, GURPS, and its reputation for complexity
I don't know if I ever played any game system without some kind of tracked resource.
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03-27-2023, 03:22 AM | #97 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: Math, GURPS, and its reputation for complexity
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I am sure games that do not track it exist...but I would expect that would be a minority of games. Heck in a number of games I have been in that was one 'metric' of winning. You can't tell if you are winning if no one is keeping score.
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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03-27-2023, 05:58 AM | #98 |
Join Date: Jun 2013
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Re: Math, GURPS, and its reputation for complexity
I certainly haven't, but I could potentially see a game system where something like "Abstract Wealth" (Pyramid #3/44) was the default - rather than tracking how much money the character has, there is instead a Wealth statistic that you roll against to see if you can afford an item. I believe that has thresholds where cheaper items (relative to your Wealth) give a bonus to the roll (possibly even making it so you don't even need to roll for really cheap items), and major purchases reduce your effective Wealth level for a certain period of time. You could extend this to consumable items - rather than purchasing flasks of oil that each have a set burn time in your lantern, you just buy some oil, then whenever you use it you roll against something to see if this is your last hour or whatever of oil or if you still have more in reserve (same for ammunition, healing potions, rations, etc - whenever you use them, you make some roll, with a certain result meaning this is your last shot, last potion, last meal, etc). It's not something I think I'd enjoy much (as mentioned upthread, such a system makes your character seem incapable of planning - "whoops, sorry guys, looks like I actually only packed one meal, we'll need to head back to town"), but if someone truly doesn't want any tracked resources but also wants running out to be a possibility, something like this could work.
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03-27-2023, 08:51 AM | #99 |
Join Date: Feb 2009
Location: phoenix az
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Re: Math, GURPS, and its reputation for complexity
I know me a GURPS gm when it gets overly 'mathy' I just do away with the complicated calculation and just make a simple die roll and get on with the game.
GURPS can easily get way to nerdy so I tend to simplify things.
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if your in a fair fight,you did'nt plan it properly.. |
03-27-2023, 08:59 AM | #100 | |
Join Date: Feb 2009
Location: phoenix az
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Re: Math, GURPS, and its reputation for complexity
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Laziness as you call it has nothing to do with it. this is a roleplaying game and a LOT of us don't want to be saddled with a slew Of complicated math when their are easier ways to calculate things and thus more faster gameplay.
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if your in a fair fight,you did'nt plan it properly.. |
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