09-15-2021, 04:38 PM | #41 |
Join Date: Jun 2017
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Re: Moving from d20 to GURPS
A great portion of human history can be defined as "arguing geekery".
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09-15-2021, 05:57 PM | #42 | |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: Moving from d20 to GURPS
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However, that, and the drift are neither on topic for this thread. Please return to the topic and end the derailment please. Thank you. </Moderator>
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09-15-2021, 08:41 PM | #43 | |
Join Date: Aug 2007
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Re: Moving from d20 to GURPS
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For purposes of shopping for stuff in Gurps Ultra Tech the TL is mostly 11^. What SW TL "should" be is another derailment waiting to happen. Items of particular nterest are "blasters". Use Gurps TL 11 Particle Beam weapons for these as on p.123 of UT. Blasters that have astun setyting are the "Omniblasters" on p.124. Sueprscicne Power cels as seen on p.133 are a efinte possibility when explaining why no one ever seems to run out of shots. Armor might be TL10 except for Mandalorians and the (5) of the blasters means mostly no one bothers with "real" armor. Force Screens would need to be TL11^ and are generally known. A particularly odd thought that occurred to me is that TL11^ Life Support Belts might be avallable. If they have no visual special effects Han and Leia might have been wearing them in The Empire Strikes Back when they apparently went outside the Falcon with nothing but Air Masks. The only other support I can show for this notion is that I can not recall ever seeiing a "proper" space suit. I admit that his is bold "reasoning". Speeder Bikes are the TL10^ "Hover Bikes" seen in the text on p. 230. Bacta tanks are the TL 10 Regeneration Tanks on p.201. Droids might also be TL10 but some with TL11^ features like hover ability are known. A mix of tL10 and 11^ is certainly possible. Ask specific questions and I might be able to answer those too.
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Fred Brackin |
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09-16-2021, 09:24 AM | #44 | |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: Moving from d20 to GURPS
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PCs are unlikely to forget that R2 has rockets, shuttles have their own transporters, or that kryptonite is harmless if melted with heat vision.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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09-16-2021, 10:57 AM | #45 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Moving from d20 to GURPS
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 09-16-2021 at 02:39 PM. |
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09-16-2021, 11:38 AM | #46 | |
Join Date: Aug 2004
Location: Buffalo, NY- the weak live elsewhere!
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Re: Moving from d20 to GURPS
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09-16-2021, 02:25 PM | #47 |
Join Date: Jun 2006
Location: On the road again...
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Re: Moving from d20 to GURPS
I'm still working on that one, as it's something I'll have to kit-bash into the design system.
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09-16-2021, 04:21 PM | #48 |
Join Date: Apr 2020
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Re: Moving from d20 to GURPS
Funny enough, the effectiveness of Stormtrooper armour is actually on topic. The OP is running a Star Wars game and in my experience Stormtroopers are a pretty frequent target in these games.
So, really, there should be some discussion of the DR of Stormtrooper armour as well as that worn by the Mandalorian and others. Is it worth the players getting their hands on or is it useless. So it becomes a good question - How effective is armour in the Star Wars universe? More particularly, how effective is armour in the game being run? - Shane |
09-16-2021, 05:20 PM | #49 | |
Join Date: Jun 2006
Location: On the road again...
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Re: Moving from d20 to GURPS
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(Not that playing dead was always a good thing when faced with savage anthrophagenous stone age teddy bears who would roast you alive over a spit for a victory festival, but at least the Rebels would give you medical treatment if they took you prisoner afterward. Just hope that you weren't picked up/abandoned by Vader or the ISB, who would see "playing dead when suffering minor injuries" as treason.)
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 09-16-2021 at 05:25 PM. |
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09-17-2021, 02:17 AM | #50 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Moving from d20 to GURPS
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*If the general patterns are similar, but one or two technologies are missing, delayed, or advanced, go by the typical TL, and by the kind of society it permits. Don’t focus on a single signature technology such as bronze or steam engines; look at the overall pattern. *If the society reached an advanced stage without the characteristic inventions of that age – for example, a steampunk world with analytical engines rather than electronic computers – use a divergent TL, such as TL(5+2) rather than TL7. *If the society took a radically different path from the beginning, such as the classic science-fiction idea of a civilization based on biotechnology and bioscience, define it as TL(0+1), TL(0+2), etc. *If a key invention is superscience, add a ^ to the TL. Non superscience tech that is identifiable in GURPS Ultra-Tech and GURPS Bio-Tech: *Charged Particle Beams ("Blasters"): TL10-11 *Semi-Portable Fusion Reactors: TL10; cold fusion aspect is superscience *Clones: TL9 (assumes artificial wombs); Forced-Growth Tank aspect is superscience *Techbot: TL9-10 *Combat Walkers: TL9 *Commando Battlesuit: TL10 *Heavy Battlesuit (Darth Vader's Armor): TL10 Dark Lord Azagthoth has the following TLs in his 2019 edition: *Architecture: ferrocrete (concrete at TL10) and later permacrete (concrete at TL11). Military buildings are often armored with durasteel (steel at TL11). *Personal Armor: TL9 although very wealthy people can, with the right connections, buy TL10 (nanoweave) clothing. *Biotechnology: TL7^ during much of Old Republic, TL9 by the time of the Prequels *Communications: TL7^ as Radio wave based FTL communication Force Screens, Shields, Fields, and Deflectors: TL11 *Materials: TL10-TL11^, permacrete (TL11), hydrophone permacrete (TL11^), durasteel (TL11), transparisteel (TL11), plastoid (TL11), nanoweave (TL10) *Power: TL10^ (Cold Fusion) *Transportation: TL^ (Contragrav vehicles), TL10^ (hot reactionless maneuver drives) and TL11^ (Hyperjump drives) *Weapons: TL11 (Blasters) Putting all that together Star Wars is largely TL10 with a few TL11 outliers with communications at TL7^ and Clones at TL9^. The shorthands for all that is TL10-11 (Communications TL7^, Cloning TL9^) See, simple .:-)
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