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01-25-2023, 09:49 AM | #11 | |
Join Date: Jun 2013
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Re: 2 questions - Using GURPS ruleset in a computer game - and armour "skills"?
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More cinematically, you could have an "Armor Block," representing the character purposefully putting their heaviest armor in the way of an attack. This would use skill/2+3, as normal, but on a successful defense, rather than negating the attack the character's DR is doubled instead (and possibly shifted to a different hit location, such as using a heavy bracer on your arm to block a hit to your torso). ... but that's all getting into the weeds. As noted, GURPS doesn't currently have any sort of "Armor Use" skill.
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01-25-2023, 02:50 PM | #12 | |
Join Date: Aug 2005
Location: Denmark
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Re: 2 questions - Using GURPS ruleset in a computer game - and armour "skills"?
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The Hiking skill allows you to move 20% further on a days travel. The description of the skill says "It includes knowledge of how to pace yourself in different conditions, and how best to carry a pack". The Packing skill stats that without someone with this skill to pack the load, pack animals in general will move 80% less in a days travel. So an "Armour use" skill could be as simple as making a skill check when you put your armour on. A success means you reduce the effective weight of your armour by 20% This represent you making sure the wight is evenly distributed, straps are correctly tightened or loosened, proper parts of the armour is put in it's proper place and so on. You can even do this for other people. Advanced armour (such as a full plate with lots of parts and straps) might give a penalty to the roll. Assistance might give a bonus. |
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01-25-2023, 03:25 PM | #13 | |
Join Date: Jun 2013
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Re: 2 questions - Using GURPS ruleset in a computer game - and armour "skills"?
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Of course, this does carry the risk of someone looking at it and saying "GURPS is so crazy, they make you roll to put on armor! Who in the world would want to play something like that?"
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01-31-2023, 03:53 AM | #14 | |
Join Date: Jan 2023
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Re: 2 questions - Using GURPS ruleset in a computer game - and armour "skills"?
Thanks for comments/suggestions everyone. I personally think it would be reasonable that someone would suffer a DX penalty to fight in armour they're not familiar with - at least for very heavy armour. I know that trained knights had a great deal of athleticism and flexibility while wearing a full suit of plate mail, but realistically, would that be the same for everyone, even if they've never worn it (all else things being equal)? I feel like there would be some skill involved in knowing where the strongest and weakest parts of your armour is, how to move so you have the best visibility (the helmets were quite restrictive in what you could see), what your full range of movement is, or even just general confidence and familiarity with the equipment. That suggests to me there would be space for some kind of "armour use" skill, but importantly, would it be fun, or am I just inventing needless roadblocks to protect character roles? Having a think!
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Really recommend that book btw - I've read a lot of fantasy in the past and started to find the genre a bit stale but this one had me gripped. |
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01-31-2023, 06:36 AM | #15 |
Join Date: Jun 2013
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Re: 2 questions - Using GURPS ruleset in a computer game - and armour "skills"?
Another potential spanner in the works - combatants are already incentivized to just pump everything they can into DX, and adding in another necessary DX-based skill is going to exacerbate that. An extreme example of this is the samurai. Such warriors had at least some skill in each of Polearm, Spear (although for these first two, one might be able to default from the other), and Two Handed Sword, in addition to some sort of unarmed grappling skill and possibly an unarmed striking skill. Their primary skills were Bow and Riding. That's already 5 to 7 DX-based skills, meaning once they have each at Default+6 (that is, when they've spent [4] on each, such that each additional +1 is another [4] on each), it would be very tempting to just add +1 to DX, which costs the same [20] as boosting 5 skills and benefits more besides (Basic Speed, Basic Move, and other DX-based skills/rolls). Adding yet another DX-based skill, Armor Use, is going to make DX-monkey builds even more tempting.
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01-31-2023, 07:14 AM | #16 |
Join Date: Feb 2008
Location: The Athens of America
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Re: 2 questions - Using GURPS ruleset in a computer game - and armour "skills"?
Another thing to keep in mind. I have read through the thread, no one has mentioned the COST of the heavier/more effective suits of armor.
Wealth is an Advantage not a skill. However in no culture I have ever heard of is good armor cheap. As someone who ran a fantasy TL 4ish 150 pt base PC as a thought experiment 'Is money the best superpower?' with almost 80ish points in things like Filthy Rich, Independent Income, Business Talent/2, etc and more points in making/managing money skills; take my word for it the price tag matters. In a campaign setting where standard starting PC wealth would allow either a good starting sword with minimal armor or a good armor set with a minimal weapon (i.e. light club anyone?) having more both costs and can be worth the cost. Starting with Top of the Line non Magical VF Chain and an near Artifact level sword you bought with 'change' as 'toys' and retaining cash to buy anything, even things nominally not for sale is a power. But remember a good GM (while making sure you get your points worth for your Advantages) will make sure the Wealth Average Status Average Joe might not be getting kick butt armor anytime soon.
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01-31-2023, 08:41 AM | #17 | |
Join Date: Aug 2004
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Re: 2 questions - Using GURPS ruleset in a computer game - and armour "skills"?
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Cutting the time to don/doff armor would sensibly be DX-based, though, as would a roll to more effectively skewer a foe when wearing spiked armor. Advantage-type benefits should probably be based on relative skill level, I'd think. For example, if the skill were intended to replace the Armor Mastery advantage, a skill level of IQ+1 might offer the "no penalty from layering" ability, IQ+2 the "increase effective DR" ability, etc. (Even the IQ+0 level might offer a merit like "no trouble sleeping in armor", if the GM otherwise discourages that practice.) Like other skills offering benefits based on relative level, what attribute is listed, and the level of the attribute, doesn't actually matter; only experience (i.e., point spend) does. The point being that, even if the skill is nominally IQ-based, a fighter's modest IQ won't at all hinder these advantage-like benefits.
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