01-30-2023, 07:27 AM | #141 | ||
Join Date: Jun 2013
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Re: GURPS 5E?
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GURPS Overhaul |
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01-30-2023, 08:33 AM | #142 | |
Join Date: May 2018
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Re: GURPS 5E?
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I presume that the FFG Star Wars games are much more successful sellers than the Genesys game underlying it. Modiphius and Fria Ligan for all intents and purposes are using generic systems that they are tweaking in each release for different settings. I don't think they've come out with generic system releases, but I wouldn't be surprised if they released SRDs so people could hack their own settings into those house systems. |
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01-30-2023, 09:38 AM | #143 |
Join Date: Aug 2007
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Re: GURPS 5E?
What SJGames staff? If Kromm doesn't have time/energy to edit VDS Powers engineering 800 spells and then burying the details isn't going to go any higher on his list.
You'd have to regularize the Powers system first anyway. It's got a lot of oddities buried in it now.
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Fred Brackin |
01-30-2023, 10:56 AM | #144 | |
Join Date: Jul 2021
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Re: GURPS 5E?
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01-30-2023, 01:28 PM | #145 | |
Join Date: Sep 2007
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Re: GURPS 5E?
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(Yes, all of the possible values for other attributes aren't all pre-calculated, but the mental load of a single-digit addition might be less than looking at the string of skills and trying to figure out / remember which number goes with which stat. If you list only some of the possibilities -- no ST, HT, or Will based Traps rolls, ever? -- or just want to list only a couple of primary uses without a standard order of all stats to memorize, then you have to note which stat goes with which number. Might be simpler just to note the offset.) |
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01-30-2023, 07:33 PM | #146 | ||
Join Date: Jun 2022
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Re: GURPS 5E?
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This is exactly what the Powered By GURPS line is about. Separate worldbooks that have rather different setups, thus different options turned on and packaged as self-contained systems. AS long as the Basic Set remains the Basic Set and the Powered By line is seperate, it should work fine. Now I completely disagree with hiding the math behind the curtains, but that's my preference. It's why I prefer the general DF line (which doesn't hide the math) to the DFRPG set. Quote:
(This Character had an IQ and Per of 15, DX of 10.) Code:
EXP Skills Skill Lvl Bonus ATT Lvl ATT/Diff Default Bonus From 2 Traps - Spot 15 - ATT-0 Per/A Per-5 - - Disarm 10 - ATT-0 DX/A DX-5 - - Set 15 - ATT-0 IQ/A IQ-5 - I put the rest of the info on there for my ease of use, so if say another PC wants to search for traps*, I can ask the PC who actually has the Trap skill what the default is for Spotting, and they can tell the other PC, I don't need to go looking it up. Or if I decide the skill needs to float I can tell them to apply the ATT Lvl to whatever Attribute the skill is floating to. Or if some bonuses won't apply (or might apply more prominently or whatever), I can check my copy of their sheet and mentally lower (or raise or whatever) their MoS/F (Margin of Success/Failure). * Though, depending on the genre, they probably actually already have Traps in their skill list at default, as I consider that and several other skills "Everyman Default Skills", in other woirds I expect PCs who aren't skilled in these skills to need to roll against them at some point, so may as well have then figured out in advance for them. |
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01-31-2023, 08:53 PM | #147 | |
Join Date: Dec 2004
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Re: GURPS 5E?
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Basic Roleplaying began as Runequest followed by Call of Cthulu. Then came the likes of Superworld, Stormbringer/Elric, Elfquest, Ring World, etc. There was a 16 page booklet called Basic Roleplaying that was the lite version of the rules, plus the Worlds of Wonder boxed set but otherwise the system has largely functioned as the engine for numerous self contained games. Hero System was similar. Champions was followed by Fantasy Hero, Star Hero, Justice Inc, Danger International and others but it wasn't until 1990 that a core generic rulebook came out. In both cases, everyone recognized it was a generic system. Maybe self contained games is a bridge too far. If that's the case, I'd go with Acrosome's suggestion and have a stripped down core book - under 200 pages covering the basic concepts - and then have further Advantages/Skills/rules in the various genre books as needed. Maybe add an Advanced GURPS book for the hard core tool kit types. You wouldn't even need to go full 5e for this. As a side note, I'd recommend keeping the bulk of how Powers work "under the hood" as with the DFRPG and save the gory details for the designer's notes and the Powers book. |
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01-31-2023, 08:57 PM | #148 | |
Join Date: Dec 2004
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Re: GURPS 5E?
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01-31-2023, 09:37 PM | #149 | |
Join Date: Aug 2007
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Re: GURPS 5E?
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Sure, there have been isolated characters with magic powers but I've never even heard claims of a systemic treatment of all of the magic effects seen in a typical fantasy game. Not in Gurps anyway. The concept is/was known to Fantasy Hero and they even published a couple of "Grimoires" and sem settings several years ago and I gave them a try. Even with a somewhat simpler and cleaner system to work with than Gurps Powers it was just too complex and awkward to work very well.
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Fred Brackin |
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01-31-2023, 10:13 PM | #150 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS 5E?
Eggplant has converted a lot of D&D spells to Sorcery.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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