09-14-2021, 03:04 PM | #21 |
Join Date: Nov 2008
Location: Pennsylvania
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Re: Moving from d20 to GURPS
Aside from GURPS, I also play Edge of the Empire.
A while back, I did a GURPS game but incorporated the force tokens from Edge. The Basic Idea: In Edge, the Force can influence events; there's always balance in the Force. Mechanically, this is done by rolling a d12 marked with black and white dots (to represent darkside and lightside) at the beginning of each game session. This sets the current state of the Force (how much dark/light). Players can use light for things that benefit them; the GM can use dark against the players. Using a light/dark flips it to being dark/light. In GURPS: I allowed light/dark to be used as though they were CP for buying success and adding narrative parts to the scene, as described in Basic Set. I also allowed light/dark to substitute for FP to do things such as Heroic Charge and Feverish Defense. I think I also allowed a light/dark to treat a target number as being one higher (exampke: 3d6 vs 12 after using the Force instead of 3d6 vs 11,) but that use didn't make criticals easier. (At first, I allowed that, but it got out of hand.) Even though it's already possible to do that in GURPS (and without the Force roll and light/dark tokens,) I found that players were more willing to use the tokens rather than CP. I also found that having some physical representation of what could be spent also encouraged use. If you don't have one of the Force d12 from Edge, I think there's a free conversion chart online. Why do this: I found that adding a little bit of the more-narrative approach from Edge combined with the somewhat more gritty nature of GURPS to hit a sweet spot of encouraging players to try stuff they've seen in movies while also having a seriousness of threat and consequences. It was a good balance for my group. It also served as a stepping stone for many of the D&D players who were still adjusting to HP being very different in a non-d20 game. |
09-14-2021, 10:01 PM | #22 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Moving from d20 to GURPS
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1. Stormtrooper armor is overall pretty lousy, but is heavily specialized against blasters (Why doesn't anyone switch to a weapon that isn't so easily countered?) 2. Stormtrooper armor is just lousy (Why does the Empire use it at all?) 3. Stormtrooper armor is actually effective (Why aren't Endor's armor piercing rocks being strip mined?)
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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09-14-2021, 10:20 PM | #23 | |
Join Date: Aug 2007
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Re: Moving from d20 to GURPS
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As to "Why?" the answer is probably "The Emperor likes it that way".
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Fred Brackin |
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09-15-2021, 01:19 AM | #24 | |
Join Date: Apr 2020
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Re: Moving from d20 to GURPS
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We never see whether a Stormtrooper is actually dead or just knocked out. Maybe the armour just stops enough for you to put that clone in a Bakta tank and then deploy them for the next battle. Seems a waste of resources not to. - Shane |
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09-15-2021, 02:37 AM | #25 |
Join Date: Dec 2006
Location: Meifumado
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Re: Moving from d20 to GURPS
We see the Bad Batch using stun against clone troopers, so presumably the full blaster setting is considered too lethal to use against their brethren.
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
09-15-2021, 05:51 AM | #26 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Moving from d20 to GURPS
Surely the most frequent threat is blunt force trauma due to the near total lack of safety railing.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
09-15-2021, 05:53 AM | #27 | |
Join Date: Dec 2012
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Re: Moving from d20 to GURPS
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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. |
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09-15-2021, 06:32 AM | #28 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Moving from d20 to GURPS
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TARKIN: You're sure the homing beacon is secure aboard their ship? I'm taking an awful risk, Vader. This had better work. LEIA: That doesn't sound too hard. Besides, they let us go. It's the only explanation for the ease of our escape. HAN: Easy... you call that easy? LEIA: They're tracking us!
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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09-15-2021, 07:48 AM | #29 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Moving from d20 to GURPS
Why don't you all just accept that Stormtroopers wear armor that makes them look imposing to the audience, while the heroes can blast through their armor every time because it makes the heroes look heroic to the audience. Once you accept this, you can move on to the more important question: how effective do you want Stormtrooper armor to be in your game? If you want heroes to shoot through it, it's just part of a Stormtrooper's costume, and ignore any effects it fails to have. If you want it to be effective, decide how effective it is and assign it a DR.
Star Wars is full of decisions like this. Forget arguing about retconning explanations; just decide how you want it to be and make it so. |
09-15-2021, 08:08 AM | #30 | |
Join Date: Jun 2013
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Re: Moving from d20 to GURPS
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Of course, for OP, you'll need to decide how to handle things like this in your campaign. Perhaps they got lucky against the sandcrawler, and when examining the wreckage Obi Wan was remembering the precision of the Clone Troopers he served alongside, falsely attributing the new Stormtroopers with the same ability. This would mean the latter have low skill and probably don't (or can't - recall Luke's complaint about not being able to see anything in the helmet*) Aim. Or maybe they actually are the elite soldiers claimed, and you need reasons why they demonstrably aren't in their appearances in the movies. One option I've seen floated around is that the best Stormtroopers - the true elites - were stationed on the Death Star. Their poor performance against our heroes was done on purpose and under orders... and then they all got vaporized when Luke took out the station they were on, so the ones encountered in later movies were basically the B-Team. This means most 'troopers are as above (low skill, don't aim, poor tactics, etc) but, at least prior to the Battle of Yavin, there's the risk of encountering their elites. Another option would be that the heroes (and we pretty much only see the Stormtroopers engaging the heroes) are protected by a combination of The Force and good old-fashioned Plot Armor, which the suggested Impulse Buys help a good deal with representing. Some Star Wars video games instead take an interesting middle ground - Stormtroopers are indeed well-trained, but their E11 Blaster Rifles have abysmal performance, at the very least having very poor Acc if not causing an outright penalty to hit (in Jedi Outcast, the individual shots of the E11 spread out roughly as much as the projectiles of the Flechette gun, which is basically that game's version of the shotgun**). Of course, there are other games that take a different approach - the Stormtrooper weapons are highly-accurate in Battlefront 2, and Stormtroopers in Jedi: Fallen Order, even those using the portable heavy repeating blasters, basically only miss if you dodge out of the way of or deflect their fire with your lightsaber. *This wasn't a scripted line - it was actually Mark Hamill complaining to Harrison Ford about the poor visibility of the prop "hero" helmets, where the eyeholes didn't actually line up with the actors' eyes; presumably, it was left in due to Rule of Funny. I remember at least one edition of d20 Star Wars justifying this - Stormtrooper armor requires special training (Powered Armor Proficiency) to know how to wear and use it effectively, which Luke would have lacked. So that's another choice - are the helmets actually poorly designed, causing a vision penalty and perhaps an inability to Aim, or do they just need some degree of training to be used effectively... or would you prefer to just ignore that adlibbed line? **Humorously, once you reconnect with The Force, the Flechette gun can basically be used as a sniper rifle - use Force Push immediately after firing it and the projectiles will stay closely grouped together, and once you've leveled up Force Push they'll automatically converge on the closest foe to your point of aim.
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GURPS Overhaul |
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