02-09-2010, 08:00 AM | #21 |
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Re: (Unofficial) FAQ of the GURPS Fora
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02-12-2010, 06:02 PM | #22 | |
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Re: (Unofficial) FAQ of the GURPS Fora
How do the Surprise (Partial Surprise/Total Surprise) rules work?
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02-26-2010, 11:43 AM | #23 | |||
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Re: (Unofficial) FAQ of the GURPS Fora
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03-28-2010, 05:27 PM | #24 | |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: (Unofficial) FAQ of the GURPS Fora
Just read the FAQ's. This one isn't right
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The real reason why GURPS "chainmail" was vulnerable to impaling is because it was modelled on SCA butted mail, which is susceptible to impaling (and retains this vulnerability in LT 4e). Butted links can be pushed apart very easily because the join is not fastened. SCA mail is also the reason why GURPS chainmail is unrealistically heavy. Mail that was historically used in battle was not butted; it was riveted. Riveted mail is much better at resisting impaling damage and is generally much lighter than butted mail. Last edited by DanHoward; 03-28-2010 at 05:42 PM. |
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06-24-2010, 01:38 AM | #25 |
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Re: (Unofficial) FAQ of the GURPS Fora
Q: Should Darkness Penalties somehow affect Defense Rolls?
A: Aside from RAW, you can use the optional rule that every -2 worth of Darkness Penalties also give a -1 Defense Penalty (basically, -2 to skill is -1 to defense). In that case, you should probably apply half the Darkness Penalty to Dodge for consistency. |
10-25-2010, 06:07 AM | #26 |
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Re: (Unofficial) FAQ of the GURPS Fora
Q: I'm wondering, what are the assumptions about the default traits of a character?
A: Kromm writes: "The game assumes that a human not only has ST 10, DX 10, IQ 10, HT 10, HP 10, Will 10, Per 10, FP 10, Basic Speed 5.00, and Basic Move 5, but is someone who . . . . . . is a member of the setting's dominant sapient race. . . . has Status 0, and in fact has a Status rating at all. . . . has a Wealth of Average, and starts with campaign starting money. . . . has a TL, because his/her racial average IQ is high enough. . . . has a culture, because his/her racial average IQ is high enough. . . . has a language, because his/her racial average IQ is high enough. . . . can articulate that language. . . . has an Appearance of Average vis-à-vis other humans. . . . has sex-differentiated positive Appearance, if he/she has positive Appearance. . . . can have any mundane advantage or disadvantage, but can't have exotic or supernatural ones. . . . is self-aware and creative. . . . can learn and improve skills and attributes. . . . has senses of vision, hearing, touch, taste, and smell. . . . can see color, depth, and motion in a 180° forward arc, including 30° of peripheral vision on each side. . . . sees in the spectrum that starts after IR on the long-wave end and ends before UV on the short-wave end. . . . has poor night vision but good light tolerance. . . . hears in the frequency range 40 Hz to 20 kHz. . . . has no intrinsic supernatural awareness, yet has the innate ability to resist supernatural attack even when unaware or unconscious. . . . has a vertical, upright posture. . . . isn't blob- or box-shaped, and so bases SM strictly on height. . . . has a head -- with two ears, two eyes, one nose, and one mouth -- atop a vulnerable neck. . . . has two arms that end in hands with fingers, two legs that end in feet with toes, and no other limbs. . . . has a master hand and an "off" hand. . . . has a bodily layout that allows catching, climbing, digging, dodging, dragging, hiking, jumping, lifting, running, striking, swimming, and wrestling. . . . uses consistently the same ST and DX for all of these purposes. . . . can deal thrust and swing damage based on ST. . . . can lift weights based on Basic Lift calculated from ST. . . . has a default Water Move of 1/5 Basic Move and a default Air Move of 0. . . . has native conditions of a 21:78 O2/N2 atmosphere at 1 atm of pressure, a temperature of 35°F to 90°F, and 1 g of gravity. . . . must breathe, but not so constantly that injury results instantly from pausing for a while. . . . must eat and drink three times a day, but almost any organic matter will do except for a few things specifically described as "poison." . . . must sleep approximately 8 hours a night. . . . is vulnerable to acid, disease, heat and cold outside natural limits, poison, radiation, vacuum, etc. . . . is living, not unliving, homogenous, or diffuse. . . . bleeds when injured. . . . suffers extra injury when hit in the skull, neck, or vitals. . . . risks unconsciousness at 0 HP, death at -HP, certain death at -5×HP, and bodily destruction at -10×HP. . . . heals naturally, but doesn't regenerate. . . . benefits from drugs manufactured by human society. . . . ages, and gets 32 years of optimal capability, between maturity at age 18 and possible decline due to aging at age 50. . . . has FP in the first place, and so can use extra effort. . . . gets one turn per second." If any of those things isn't true, then you have to account for it in a racial template. Exceptions won't always cost points -- often, features will do the trick. However, you must still account for them; statements like "one of these things won't be true, so these others won't, either" don't cut it. Last edited by vicky_molokh; 10-25-2010 at 07:18 PM. |
10-29-2010, 01:44 PM | #27 | ||
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Re: (Unofficial) FAQ of the GURPS Fora
Q: What are the differences and nuances of Empathy, Body Language, Psychology and Detect Lies?
A: Kromm has it sorted out! Quote:
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Also note that Detect Lies is at -3 when used on written text instead of spoken/signed. Last edited by vicky_molokh; 06-02-2017 at 09:16 AM. |
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12-09-2010, 02:41 AM | #28 |
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Re: (Unofficial) FAQ of the GURPS Fora
Q: Bladed Hand/Blade-Hand/Nekode/Neko-de + Karate gives damage comparable to, or better than, a Broadsword! What gives?
A: The damage bonus from Karate to fist/hand weapons might be exaggerated. If this is how you feel, remove the damage bonus from swing damage of fist/hand weapons. The short version: Knock footnote [4] off the first line on the table for the bladed hand. Source. |
02-09-2011, 11:34 AM | #29 | |
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Re: (Unofficial) FAQ of the GURPS Fora
Q: Why are Reaction Modifier advantages affecting almost everybody as cheap as 4-5 points per +1? They seem to be better than Talents when it comes to modifying Influence Skills (or so it seems).
A: No they aren't. Reaction Modifiers only add to Reaction Rolls and Influence Attempts; they do NOT add directly to Influence Skills. An Influence Attempt is specifically an attempt to roll an appropriate Skill to replace a Reaction Roll. Other uses of Influence Skills, such as predicting the outcome of a conversation (Diplomacy), distracting a mark with a deception (Fast-Talk), or deciding if an attire is appropriate for a person of high society (Savoire-Faire (High Society)), do not get such an automatic bonus (but the GM has the final say, as usual). Q: Why don't you have a Social Combat system in Social Engineering (or elsewhere)? Is it really that hard? Or did nobody truly get this idea by now? A: Quote:
Last edited by vicky_molokh; 08-31-2017 at 10:24 AM. |
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03-03-2011, 05:27 PM | #30 |
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Re: (Unofficial) FAQ of the GURPS Fora
Q: Can I buy up Techniques and Skills from a Wildcard Skill?
A: Yes and yes. Skills covered by the Wildcard are treated as if they default to it, and can be raised at the appropriate cost. Techniques work as they always do. Notice that raising more than two 'normal' skills per Wildcards, or raising more than 3 Techniques per 'normal' skill, is almost always a waste of points. |
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aura with area effect, auras of power, bow, faq, heals fp, heals fp only, kromm explanation, rapier wit, ufaq |
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