11-04-2019, 11:10 AM | #11 |
Join Date: Aug 2004
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Re: What are some GURPS rules you didn't know or understand for a long time?
Surprise and initiative. My understanding is so bad, I basically fiat it in my DF campaign.
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My GURPS stuff |
11-04-2019, 02:29 PM | #12 |
Join Date: Jan 2015
Location: Madrid, Spain
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Re: What are some GURPS rules you didn't know or understand for a long time?
Rising skills from default. I sort of understand it, but it is very complicated from my point of view.
Link enhancement is another one I have had some issues. It is easy to apply wrong the modifiers of Alternate Form.
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"Imagination is more important than knowledge" Albert Einstein |
11-04-2019, 02:40 PM | #13 | |
Join Date: Sep 2018
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Re: What are some GURPS rules you didn't know or understand for a long time?
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11-04-2019, 02:54 PM | #14 |
Join Date: Sep 2018
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Re: What are some GURPS rules you didn't know or understand for a long time?
I think we were playing 4th Edition for over a year before we realized that Combat reflexes didn't offer you a bonus to your Basic Speed for initiative.
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11-04-2019, 05:54 PM | #15 |
Join Date: Sep 2004
Location: Orem, Utah, USA
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Re: What are some GURPS rules you didn't know or understand for a long time?
Some of the rules just don't go well together. Bulletproof Nudity and the high realism in Tactical Shooting for example. Or the highly realistic and slapstick options found in Martial Arts. They don't fit stylistically and in a few cases might even contradict each other.
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11-04-2019, 09:19 PM | #16 |
Join Date: Dec 2006
Location: Meifumado
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Re: What are some GURPS rules you didn't know or understand for a long time?
We always just houseruled it back in.
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
11-06-2019, 11:09 PM | #17 |
Join Date: Sep 2004
Location: Vancouver, BC, Canada
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Re: What are some GURPS rules you didn't know or understand for a long time?
For a long time I didn't realize that All-Out Attack lets you move half your Move. Yeah. I know.
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11-07-2019, 12:01 AM | #18 |
Join Date: Apr 2005
Location: France
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Re: What are some GURPS rules you didn't know or understand for a long time?
What? Half your move? But I also never realized it!
Thus, it corresponds to the maneuver that some other roleplaying games name "charge". Actually, I believed that, in GURPS, "charge" was Move and Attack. The problem is that it gives a penalty to the attack and even cap it to 9, no matter how skilled you are. While other roleplaying games make it a bonus... OK. Thank you very much Lordabdul! |
11-07-2019, 12:44 AM | #19 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: What are some GURPS rules you didn't know or understand for a long time?
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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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11-07-2019, 03:36 AM | #20 | |
Join Date: Aug 2009
Location: Poland
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Re: What are some GURPS rules you didn't know or understand for a long time?
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It also took me a long time (and a lot of looking at example characters) to grasp if Weapon Bond is supposed to affect to-hit rolls only, or if I should recalculate Parry, if necessary (which is the case, at least in DFRPG). There's a rule that I knew and understood from the beginning, but didn't really understand how it reflects reality until a looong discussion here on these forums, and that's how SM applies in combat. In essence, I was convinced that it only makes sense for relative SM (or SM difference) to apply, but I was convinced otherwise.
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