11-22-2019, 02:35 PM | #11 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS Power-Ups 9: Alternate Attributes
The thing Chapter 1 is addressing is that what is one persons significant problem is another persons feature. So it goes through the kinds of scenarios where a "feature" is actually a "significant problem", and some superficially-simple changes that might have unexpected impacts (I'm looking at you, nonlinear attribute prices) and also ways to deal with those knock-on effects (treating template attribute bonuses as non-fixed-price).
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11-22-2019, 02:44 PM | #12 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Power-Ups 9: Alternate Attributes
OK, that's useful. It will hep me design what I think is going to be my next campaign: GURPS in Glorantha, based on RuneQuest 2nd edition. In many ways this is simple: subtract the BRP system and replace it with the relevant parts of GURPS 4e.
However, the attribute of Power, and its associated secondary characteristic of Magic Points are rather fundamental to the Gloranthan atmosphere. POW will start at 10, and be buyable at 3 or 4 points per level, I haven't decided which yet. Characters will have to qualify for a POW increase in the same way as in RQ, by overcoming someone else's POW in a situation where it matters, and will then be able to buy up to 3 points, but only with character points they have on hand at the time. I also still have to decide how Gloranthan Sorcery will work, a problem that was never properly solved in RuneQuest. It won't be Thaumatology: Sorcery, that's quite wrong. A tweaked form of Ritual Path Magic might work.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
11-22-2019, 03:20 PM | #13 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
I just added a new advantage to my Chalice World setting called Chi Adept based on this book. It could be an example for Pow. I have a few other ideas milling around as well.
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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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11-22-2019, 03:55 PM | #14 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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11-22-2019, 04:01 PM | #15 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Power-Ups 9: Alternate Attributes
My pleasure, this really has a lot of potential.
Pow for RQ, SAN for horror games, Magery to replace the default Magery advantage (pretty much directly covered in the book), an Essence attribute for Shadowrun conversions, etc. And I may redo my Vampire magic based on it too.
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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 |
11-22-2019, 09:44 PM | #16 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS Power-Ups 9: Alternate Attributes
I suppose it's time I break down and actually hammer out my fully proposed house rules for 12/16 stat GURPS... (the majority of the work is in rearranging the skills)
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11-23-2019, 12:48 AM | #17 |
Join Date: Jun 2006
Location: Twin Cities, Minnesota
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Re: GURPS Power-Ups 9: Alternate Attributes
Wow, this is really an amazing comprehensive supplement. Well done.
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"Look after the universe for me will you, I have put a lot of work into it." -- Doctor Who |
11-23-2019, 04:26 AM | #18 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: GURPS Power-Ups 9: Alternate Attributes
It's for the people who think you don't have to do enough work to start a GURPS campaign...
Just kidding. I love it.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
11-23-2019, 07:40 AM | #19 | ||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
This supplement is effectively my mental sketchpad re: altering attributes in GURPS. In the course of writing it, I revisited answers given in email, on these forums, and in person – to both GURPS players and GURPS writers. And in doing so, I rethought a few things that I initially felt were "obvious" or even right. Were I running a new fantasy campaign similar to the one that inspired GURPS Dungeon Fantasy, I might choose: AttributesI wouldn't do the same thing in a modern-day spies game like my other recent campaign – the one that inspired GURPS Action. There I might go with: Attributes
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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11-23-2019, 10:43 AM | #20 |
Join Date: Aug 2004
Location: Tokyo, Japan
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Re: GURPS Power-Ups 9: Alternate Attributes
Just finished reading it, and this is a great book. It's contesting the spot of the second best GURPS 4e supplement I have ever read with GURPS Thaumatology. (with the best being How to Be a GURPS GM)
Only thing I was missing was worked examples by Kromm. However, he has provided 2 of them in this thread. So, I am happy. |
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