04-07-2021, 07:12 AM | #21 | |
Join Date: Aug 2004
Location: traveller
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Re: GURPS Ultra-Lite revisited
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I've been considering trying to cram the regular wounding system into the same amount of space and see how it turns out. I may give that a go this weekend. |
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04-07-2021, 10:09 AM | #22 | ||
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: GURPS Ultra-Lite revisited
@thrash: Great work, thanks! :)
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Personally, though, I have another problem with that mechanical part of Ultra Lite: This kind of adding two numbers (attribute + skill) for the roll is not part of the normal GURPS rules. That could bring up two issues: 1) Maybe it could be irritating and off-putting in case your new players are potentially ready to try out standard GURPS...? 2) If there is an experienced GURPS player in the group, he/she must be very careful not to mix things up at that point, maybe telling something wrong etc. |
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04-07-2021, 10:26 AM | #23 | |
Join Date: Aug 2004
Location: traveller
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Re: GURPS Ultra-Lite revisited
Appreciate the kind words.
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That's not to say that moving from this system to full-spectrum GURPS won't require adjustments, but at least it's not a completely new system (as appears to be the case with the original GURPS Ultra-Lite). |
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04-07-2021, 11:34 AM | #24 |
Join Date: Dec 2012
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Re: GURPS Ultra-Lite revisited
It looks to me like an example of 'some people really, really hate doing math,' even when it's very simple arithmetic.
__________________
Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
04-07-2021, 02:23 PM | #25 | |
Join Date: Apr 2005
Location: France
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Re: GURPS Ultra-Lite revisited
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To be honnest, I really don't know. Looking into a well organised list only requires a couple of seconds ... But I have to admit that doing the math required by your rules is really fast too ... And, personnally, I love mathematics. I just know a lot of people who don't. Even adding the 3d6 together is quite slow for them. (For the number of skills, I still don't agree. But no matter. It just means that we play GURPS differently: in my games, the player characters never have all the skills considered by Kromm as a mandatory for adventurers. Exactly as in TV series, there is one who is good to force entries, one to do first aid, one to drive, and so on. Which is why they need to be together to meet the challenge. And I fully disagree with the fact that it would be the skills that all ordinary people use regularly. I'm not at all someone considered as incompetent and still have got only two or three of them. Never forget that ordinary tasks done in non adventuring conditions get a +4 - if ever any roll is required. Ordinary people rely on default level for a lot of skills). Last edited by Gollum; 04-07-2021 at 02:46 PM. |
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04-07-2021, 03:27 PM | #26 |
Join Date: Oct 2004
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Re: GURPS Ultra-Lite revisited
I'm really liking this and it's a long time coming. We need good one-sheet rules set!
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04-07-2021, 03:43 PM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Ultra-Lite revisited
I suspect the fastest option in play, though slightly verbose on a character sheet and more work during character creation, is to just have table lookup for wounding (replace the second column with the actual percentages of the target's HP)
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% Dam Effect 10 1 -1 shock penalty. 15 1 -1 shock penalty. 20 2 -2 shock penalty. 30 3 -3 shock penalty. 50 5 major wound 70 7 major wound, move/dodge halved. 100 10 crippling wound, roll vs HT to stay conscious. 150 15 200 20 mortal wound, roll vs HT to survive. 300 30 mortal wound, roll 2x vs HT to survive. 500 50 mortal wound, roll 4x vs HT to survive. 700 70 Dead |
04-07-2021, 06:01 PM | #28 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Ultra-Lite revisited
I tend to like versatility. The two characters I've played most recently have (a) 70 skills on their sheet, for a total of 118 points and (b) 160 skills and techniques, for a total of 187 points. Quite a few of the skills are at default for both characters.
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04-08-2021, 04:37 AM | #29 | |
Join Date: Apr 2005
Location: France
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Re: GURPS Ultra-Lite revisited
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I have to admit that when I run adventures, I prefer realistic characters. And in reality, if we learn a lot of things, we also forget a lot of things ... The number of things I learnt in middle and high school and that I don't remember anymore is just amazing. No matter, it is another proof of GURPS versatility. We play it very differently but it is still the same game! |
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04-09-2021, 08:01 AM | #30 |
Join Date: Aug 2004
Location: traveller
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Re: GURPS Ultra-Lite revisited
Here is a proposed replacement for the wounding rules above, based largely on GURPS Lite. It replaces everything from "A successful attack..." (about 1/4 down on the 6th page in my pocketmod version), on:
A successful attack does damage. Roll damage dice (as the GM directs) and subtract the damage resistance (DR) of the target to get penetrating damage. Multiply this by factors that account for weapon and target type: x0.5 for pi-, x1.5 for cut/pi+, x2 for imp/pi++, x1/3 for Unliving, x1/5 for Homogeneous. Round fractions down, but keep a minimum of 1 point for an attack that does any penetrating damage. This result is the wound damage. Major wound: Any single attack that results in wound damage greater than 1/2xHP is a major wound. Roll vs. HT. On a failed roll, you suffer knockdown and fall prone. You are stunned and can do nothing until you succeed on a HT roll (one per turn). On a failure by 5 or more, you fall unconscious. Subtract wound damage from your current HP. The effects depend on your base HP and how many HP you have left (which may be less than 0): Full HP to 1 HP left: No effect. Less than 0 HP: Roll vs. HT, -1 per full multiple of HP below 0, each turn, to avoid falling unconscious. Less than -1xHP: Roll vs. HT at each multiple of HP less than 0 (-1xHP, -2xHP, etc.). On a success, continue to roll each turn to avoid falling unconscious. On a failure by 3 or more, you die. On a failure by 1 or 2, you are incapacitated and mortally wounded. Roll vs. HT every 30 minutes (starting now) until medically stabilized; failure results in death. Less than -5xHP: You are dead. Less than -10xHP: You are dead, and there’s not enough left to bury. Regaining Consciousness Full HP to 1 HP left: automatic after 15 minutes. Less than 0 HP: Roll vs. HT every hour. Less than -1xHP: Roll vs. HT once after 12 hours, and again any time you recover a hit point. Healing Roll vs. HT once per day of rest and decent food; success recovers 1 HP. Medicine or magic may increase this rate. Last edited by thrash; 04-09-2021 at 08:10 AM. Reason: Missed some italics. |
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ultra-lite |
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