10-02-2015, 02:54 PM | #11 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: GURPS Action 4: Specialists
I have about $200 to spend on GURPS PDFs as soon as my budget allows for it. Soon, soon...I will be starting with Action 4.
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10-02-2015, 03:28 PM | #12 |
Join Date: Feb 2005
Location: Austin Texas
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Re: GURPS Action 4: Specialists
I really like this one and second the notion of this treatment for MH and DF.
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10-02-2015, 04:02 PM | #13 |
Join Date: May 2007
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Re: GURPS Action 4: Specialists
I was actually looking for DF stuff when this seemed to pop up out of nowhere last night. Definitely a good buy!
It seems like you could easily mix and match Skill Sets with the Psionic Packages from Psis, if you wanted to add psychic powers to your action game.
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10-02-2015, 04:04 PM | #14 |
Join Date: Sep 2008
Location: near London, UK
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Re: GURPS Action 4: Specialists
I will definitely be using this in future Action games that I run - I have players who like a bit more flexibility (well, they play full-on GURPS too!), and when I'm writing demo scenarios I can fine-tune things a bit more.
Outside the Action arena, I'll be doing what I already do with Action 1, and use the templates here as shopping lists for the sort of skills a character in a particular role ought to have.
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10-02-2015, 04:41 PM | #15 | |
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Join Date: Oct 2007
Location: Europe
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Re: GURPS Action 4: Specialists
Quote:
It's like making a Dark One Wizard in GURPS Dungeon Fantasy. They get High Manual Dexterity. HDM isn't a trait that fits the Wizard role. If you want to make an optimized dungeoncrawler Wizard, you'd spend those points on something more directly useful. But HDM isn't harmful. It's 10 points out of a 250 point budget, and it can be put to use in making a slightly off-key Wizard that's still highly functional in the dungeoncrawling paradigm, so it's not actually 10 wasted points, but more like 10% or 30% out of the 10 points wasted. A little waste is fine. A little waste is good. Perfect, single-minded, obsessive optimization tends to lead to boring characters, and with a fairly generous budget of 250 points it's not needed. Same with the Action 1 Lenses, but not same with the Action 4 25 point Lenses. |
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10-02-2015, 04:55 PM | #16 | |
Join Date: May 2008
Location: CA
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Re: GURPS Action 4: Specialists
Quote:
Action 4 is more about retaining the level of detail that normal GURPS has and presenting more choices than Action basic but less than full GURPS. |
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10-02-2015, 05:01 PM | #17 | |
Join Date: May 2007
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Re: GURPS Action 4: Specialists
Quote:
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10-02-2015, 07:02 PM | #18 |
Join Date: Feb 2007
Location: New York City
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Re: GURPS Action 4: Specialists
I got Action 4 & I love it!
I think it's very useful for a lot more than just action. The disadvantage lists are great, but even more useful are the lens/training groups. The can be added to a higher or lower level character for just about any campaign. Need a swat team? Check. Need Merc's to assault the PC's? Check. Need gang-bangers as opponents for your urban college campaign? Got that too. Also useful for making PC's. I'm adding a couple of space based ones for my Modern-Day Space-1889 based campaign. (Solar system as in Sp-1889 but tech & science of today.) |
10-02-2015, 08:04 PM | #19 |
Join Date: May 2008
Location: CA
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Re: GURPS Action 4: Specialists
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10-02-2015, 08:19 PM | #20 |
Join Date: May 2007
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Re: GURPS Action 4: Specialists
Lockpicking if you don't want to be driving around in a stolen car with a conspicuously busted window. Electronics Repair (Security) for disabling tracking systems.
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