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Old 09-22-2023, 07:10 PM   #1
jackcelso
 
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Default Gurps Denizens....we want more!!!

Steve Jackson Games Team where are the other books in the Denizens collection!!! Especially the Warrior and Martial Artist!!! Guaranteed success.
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Old 09-22-2023, 10:20 PM   #2
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Default Re: Gurps Denizens....we want more!!!

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Originally Posted by jackcelso View Post
Steve Jackson Games Team where are the other books in the Denizens collection!!! Especially the Warrior and Martial Artist!!! Guaranteed success.
There could be one or more in progress right now. But my guess is that most future Denizens books are waiting for authors to submit proposals. (That could be you! Or anyone!)
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Old 09-23-2023, 12:14 PM   #3
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Default Re: Gurps Denizens....we want more!!!

Martial Artists, Bards, and Druids are the ones that most need a denizens. Knights and Holy Warriors can manage fine on their own enough to put 4th/5th on the list, Clerics are mostly covered already, and Wizards gain enough variety from the large spells list.
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Old 09-23-2023, 12:49 PM   #4
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Default Re: Gurps Denizens....we want more!!!

I'd personally do either bards or holy warriors next. Maybe martial artists. Those three just...it's hard to be cool for them.
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Old 09-23-2023, 12:57 PM   #5
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Default Re: Gurps Denizens....we want more!!!

Martial artists are in desperate need of an upgrade. Being stuck with crushing thrust damage is not fun.
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Old 09-23-2023, 01:01 PM   #6
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Default Re: Gurps Denizens....we want more!!!

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Martial artists are in desperate need of an upgrade. Being stuck with crushing thrust damage is not fun.
I reverse the per die bonuses to a flat +2 per +1/die and allow the expenditure of 1 FP to use Swing instead of thrust for an attack. It's not perfect, but there is less complaints in my game. Especially if you allow something like Striking ST (Limited, Unarmed only, -40%) [3/level]. (Not RAW of course, but a decent fix.)
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Old 09-23-2023, 02:30 PM   #7
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Default Re: Gurps Denizens....we want more!!!

Trouble is that these would be crunch supplements so seemingly are not high on the desired list.
I agree Wizards and Clerics have enough supplemental material that they are a lower priority.
If I were to submit one it would probably be Druids first, then Martial Artists.
I think Martial Artists have the biggest need but I could pump out Druids sooner.
Bards I would like an emphasis on lenses that helped focus them, similar to how Thieves did.
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Old 09-23-2023, 03:39 PM   #8
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Martial artists are in desperate need of an upgrade. Being stuck with crushing thrust damage is not fun.
What's wrong with Martial Arts pg. 226? Sw-2 cut, from using Karate with a Bladed Hand.
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Old 09-23-2023, 06:15 PM   #9
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What's wrong with Martial Arts pg. 226? Sw-2 cut, from using Karate with a Bladed Hand.
A lot of people prefer their unarmed martial artists actually be unarmed, rather than use weapons that GURPS largely treats as not-actually-weapons.

That said, "Natural Weapons" (Pyramid #3/65) can make your unarmed martial artists into monsters. It can get a bit expensive, but consider - as a sort of final version (there are still things that could be tacked on, like Destructive Parry, Good Defense, Increased Damage, etc) of a trait that could be designed to slowly build up - something like Impaling Natural Weapon (Extra Damage Type, Crushing and Cutting +40%; Hidden +20%; Projected +50%; Ranged +100%; Resilient, Indestructible +40%; Swing-Capable, Crushing and Cutting +40%) [31.2], rounding up to [32]. That makes both your hands (or all your hands, if you're a Coleopteran or other multi-armed species) capable of striking for thr cr, thr cut, thr imp, sw cr, or sw cut, in close combat or with range 0.5xST/1xST (and the ranged attack bypasses barriers), with all damage benefitting from your Brawling/Karate damage bonus. The fact you can do so isn't obvious (Hidden is basically Switchable, but with a free action to make it available rather than requiring a Ready), and these "weapons" can't be broken. Buy it again for it to apply to your kicks (which still get their +1 to damage); you could probably buy a modified version with Cannot Parry* -40% and Single -20% - reducing cost to [26.4]. A lenient GM may allow you to buy the kick and headbutt version as Alternate Abilities to the punch version (or just make up a new modifier to let Natural Weapons apply to all striking surfaces).

*Arguably, because Karate already gives you the ability to Parry weapons, you don't need to be able to Parry with your Natural Weapons, meaning you could take Cannot Parry -40% anyway. That's up to the GM if it's valid, however.
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Old 09-23-2023, 06:19 PM   #10
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Default Re: Gurps Denizens....we want more!!!

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Originally Posted by Christopher R. Rice View Post
I reverse the per die bonuses to a flat +2 per +1/die and allow the expenditure of 1 FP to use Swing instead of thrust for an attack. It's not perfect, but there is less complaints in my game. Especially if you allow something like Striking ST (Limited, Unarmed only, -40%) [3/level]. (Not RAW of course, but a decent fix.)
I've done the last one in the past, mostly for my Deadlands game so unarmed martial artists were competitive. I'll have to think about the other suggestions. The problem with the fat option is that, IME, monks rely on more lower damage attacks, even using swing.
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