11-18-2019, 02:55 AM | #41 |
Join Date: Apr 2019
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Re: What are some GURPS rules you didn't know or understand for a long time?
I think I have one (though Im honestly not sure because of the oddity in wording).
Missile spells: 1/2D 40, Max 80 I have always interpreted this as the full effective range of the spell is 80... but between 40 and 80 its only half damage because it loses some effectiveness at that distance from the caster. I have been using it that way for years but to be honest I have never been completely sure that's a correct interpretation. On a side note I had a recent debate after a game session with a mage who was trying to clarify rules vs Aiming and Concentrating. This may also be relevant to this thread: I haven't read specifically if the caster can or can't be aiming as they increase the damage of a spell (Concentrate). IE Mage rolls concentration (skill 15) to create the stone missile at 3d, second turn he concentrates to pump it another three dice - can he also in this turn begin his "aim action"... third turn he pumps it 2 more dice and aims again (now +2 aim), Fourth turn he "throws" the stone missile - distance 30 at 8d+8 with an Acc bonus of +2 to his innate attack. Should aim cause a modifier to concentrate? Not be allowed at all? I have house-ruled that at skill 15+ you are allowed some movement (per the book), if you remain still I allow aim instead. My thinking is that tracking a target is no less onerous than taking steps in an unfamiliar environment. Also there really isnt any physical action to do with regard to aiming a spell, you are just trying to be fully aware of where the target is and gauge the movement of the target. |
11-18-2019, 03:40 AM | #42 |
Join Date: Nov 2015
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Re: What are some GURPS rules you didn't know or understand for a long time?
Lurking and checking for things I didn't even know existed.
Regarding Missile Spells, they seem to behave like normal innate attack, half damage beyond 1/2D range. Aiming a missile seems to be one of the things you can do while holding it after you've finished enlarging it,also Concentrate and Aim are two different maneuvers, so I don't think you can combine them, but there may be something on books I don't have access to |
11-18-2019, 04:48 AM | #43 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: What are some GURPS rules you didn't know or understand for a long time?
As it recently came up... again... I keep conflating my house rules on Extra Effort in Combat wherein I don't restrict the Options to particular Maneuvers*, nor do I restrict the usage to one attack and one defensive option per turn.
* In Particular Flurry of Blows and Mighty Blows being restricted to Attack maneuver only (yes I know FoB was expanded, I expand it further). |
11-18-2019, 11:15 AM | #44 | |
Join Date: Aug 2007
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Re: What are some GURPS rules you didn't know or understand for a long time?
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Fred Brackin |
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11-18-2019, 02:52 PM | #45 | |
Join Date: Jul 2015
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Re: What are some GURPS rules you didn't know or understand for a long time?
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I talked to him about the 1/2 move on AOA. I don't think he likes it because he hates the way turn by turn combat works. He feels it doesn't make sense that it's like time stops for one player and the other can just run 6 yards while he's stuck in place watching and unable to react to that other characters action. |
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11-18-2019, 06:59 PM | #46 | |
Join Date: Aug 2004
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Re: What are some GURPS rules you didn't know or understand for a long time?
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Actually, I'm not sure how valid the complaint even is in GURPS. When Fighter B starts that 6-yard run, Fighter A isn't stuck in place without reacting, if Fighter A is ready for action, i.e., is taking Wait. If Fighter A isn't taking Wait, then she will indeed be stuck in place - because she's by definition busy doing something else. Or maybe I'm missing something?
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11-19-2019, 05:55 AM | #47 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: What are some GURPS rules you didn't know or understand for a long time?
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That's a very slow way to run combat, really only justifiable in games that are all about combat (and little else). There are RPGs that use it, but it always feels wargame-ish. Still, some people like it.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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11-19-2019, 10:41 AM | #48 |
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Re: What are some GURPS rules you didn't know or understand for a long time?
It was only about a month ago that I learned that being knocked down by failing the HT check for a major wound, skull, or vitals hit also caused you to drop whatever you were holding; apparently the GMs I've been playing with also missed it, or else looked at it and said 'you know what, that's way too punishing' and quietly ignored it.
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11-19-2019, 02:59 PM | #49 | |
Join Date: Aug 2009
Location: Poland
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Re: What are some GURPS rules you didn't know or understand for a long time?
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My irregular blog: d8 hit location table |
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11-19-2019, 03:03 PM | #50 | |
Join Date: Aug 2009
Location: Poland
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Re: What are some GURPS rules you didn't know or understand for a long time?
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My irregular blog: d8 hit location table |
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