12-01-2008, 04:17 PM | #41 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: New to GURPs; not sure where to start
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The net/net of all that discussion seems to be that, if anything, bow damage is flatter than the GURPS ST tables make it out, but at the ST10-14 level for a longbow, you're basically in the right place (1d-1 to 1d+2 impaling damage).
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12-01-2008, 04:17 PM | #42 | ||
Join Date: Apr 2006
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Re: New to GURPs; not sure where to start
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The SPECIAL system that Fallout eventually got isn't really that much like GURPS, but there are some similarities. Quote:
- Also remember that, for the most part, players choose disadvantages when designing their characters. You're not really forcing them to do anything except what they said they'd do. If they decide that they're not happy playing that disadvantage after all, then you might allow them to buy it off with earned points. Or, if they're not happy with the character at all, they might retire the character and bring in a new one. Some GMs allow players to redesign characters somewhat during their first few sessions, if they feel that the way they want to play the character is different from the way the character was originally designed. - Also remember that you're free to forbid disadvantages or even entire characters if they're inappropriate for your game. In this case, you might have looked at the Intolerant dwarf and said "hey, wait, this isn't going to work with the elf in the party!" You could then have pointed out that PCs shouldn't consider each other scum before they've even met and you'd like him to make his character fit with the rest of the party. |
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12-01-2008, 04:49 PM | #43 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: New to GURPs; not sure where to start
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Also, you want to make sure that advantages, disads, and character archetypes, if any, fit with your world. If you have a society where men are second class citizens and considered valuable property or slaves, it will strain credulity to have seven "freemen" walking around the Capital. Or a mutant one-eyed cripple, who's somehow the Captain of His Majesty's Own Royal Commandos. Some of these discussions will lead to really cool new plot points; others will head major campaign issues off at the pass. In any case, they're worth having. |
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12-01-2008, 04:59 PM | #44 | ||
Join Date: Apr 2006
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Re: New to GURPs; not sure where to start
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Quote:
When you're rolling a single die, the probability curve is flat; you're as likely to roll any particular number as you are to roll any other particular number. And if your character was a pretty good diplomat, and had to roll an 8 or better to convince the king.. well, there's still a really good chance (35%) he could fail. What the skill challenge you describe does is favor an average. If that same character makes half a dozen rolls, he'll probably make more of them than he fails, meaning that he'll probably end up convincing the king.. which is fine, because that's what we'd expect. In other words, you're making the mechanic less "wild". Since GURPS uses 3d6 to resolve these things, the probability curve becomes a bell curve. Anyone who's good at doing something will rarely fail, except when that thing is particularly difficult. Here, if your character was a pretty good diplomat, he'd probably have a skill of at least 13.. and instead of having a 35% chance of blowing his roll, he'd only have a 16% chance. (At skill 14, it'd be about 10%.) The means are different, but the result is about the same: people usually succeed at things they should succeed at, and usually fail at things they should fail at. There's no need to make multiple rolls to smooth out the results. Having said that: it's up to you. And there are times when GURPS recommends making multiple rolls, usually when someone is undertaking a long, continuous action (such as a car chase through San Francisco, or struggling to hold up a heavy portcullis while people run through it). |
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12-01-2008, 05:01 PM | #45 | |
Join Date: Nov 2008
Location: Pennsylvania
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Re: New to GURPs; not sure where to start
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What I was trying to say in my earlier post was that I was considering not having those "faults" available. Dwarves might not like elves, but I would expect my players to roleplay that on their own and not have the GM (me) tell them how to roleplay their character. After all, it is their character. |
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12-01-2008, 05:18 PM | #46 | |
Join Date: Nov 2008
Location: Pennsylvania
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Re: New to GURPs; not sure where to start
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Yeah, D&D still uses the d20. Basically the point behind skill challenges is more for the car chase scene that you described and similar tasks which take some time. Instead of just being one roll and done like it would have been in D&D 3E, it takes several rolls. ------------------------------------------------------------------------- To touch upon why I asked about the missile weapon thread which is elsewhere on the forums: If at some point in a fantasy campaign I were to allow people to invent guns or if guns were to become available I'd like the damage from missile weapons to be built on the same scale as the higher TL weapons. |
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12-01-2008, 05:58 PM | #47 | |
Join Date: Apr 2006
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Re: New to GURPs; not sure where to start
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Generally, firearms are more powerful than arrows, and GURPS reflects this; small pistols are about as damaging (ranging between 1d and 2d), large pistols more so (3d is typical) and rifles considerably more so (4d to 7d). However, if you want to invent some sort of fantasy gun that only does as much damage as an arrow, it would be pretty easy to do. |
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12-01-2008, 06:08 PM | #48 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: New to GURPs; not sure where to start
Quote:
Xplo was correct: we're nitpicking in the other thread.
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12-01-2008, 06:18 PM | #49 | |
Join Date: Nov 2008
Location: Pennsylvania
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Re: New to GURPs; not sure where to start
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From what I gathered in the other thread, there was some sort of argument about guns being overall less lethal than low-tech missile weapons. I didn't quite know how to word what I was trying to say. |
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12-01-2008, 06:20 PM | #50 | |
Join Date: May 2005
Location: Oz
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Re: New to GURPs; not sure where to start
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If you and you players are really only comfortably familiar with D&D I have a hint to assist a change of genre. I suggest that you borrow or hire a stack of movies or TV-show DVDs of the same genre that you are going to run. Sit down with your character players, a slab of beer and a big bowl of pretzels and watch two genre movies (or equivalent TV episodes) together before you generate characters. Then watch another movie or two between character generation and starting play. The purpose is both to whip up a bit of enthusiasm and to remind everyone of genre expectations. It is important to get it clear in everyone's minds what kinds of things characters do in, say, a Western or a Kung Fu movie or a Film Noir mystery or a James Bond flick. Unless they have an idea of genre expectations clearing in their minds role-payers tend to fall back on default habits, which in the case of D&D players is usually killing people and stealing their stuff in room-to-room fighting. Somehow James Bond 007 or Indiana Jones or Star Wars doesn't turn out right when approached that way. But unless the character-players a reminded what to do, and unless the GM keeps in mind what sorts of adventure hooks are appropriate, it is all to easy to fall into old habits.
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