01-18-2018, 02:58 PM | #1 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Pyramid #3/111: Combat II
Before RPGs added all of that touchy-feely "roleplaying" stuff, they were war games -- skirmish-level battles between squads. And while that bit has been superseded by far more sophisticated and broad-reaching rule sets, the core is still there. Is there much difference between squad-level skirmishes and a typical party taking down a group of pirates? If you're going to be kicking butt, you want to be properly armed with the latest innovations, and that's Pyramid #3/111: Combat II.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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01-18-2018, 03:21 PM | #2 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/111: Combat II
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The Witched Gun. I liked this article, well researched and good flavor stuff with decent crunch. My main (and petty) objection when reading it was how to classify it in the Pyramid Magic index thread. Seriously there is a little here for just about all the systems and for adding magic without a magic system. The Wrestler Wow, these guys are tough! I like that Wrestling Master had an Under The Hood and most of it is pretty clear. However that increase to the Trained ST is an incredible power boost. Its significantly better than what came with Technical Grappling. I would love some behind the scenes on that. But these guys really seem a viable option for a DFRPG game. Astroduel! Car Wars in space?! This is a great setting and should be given its own book and possibly series, or a kickstarter box treatment. Seriously this is a great Space Opera setting and I think the best one in that genre GURPS has produced. Animal Combat Styles I hope people like this, I tried to cover the major types and special attacks I and others have asked for. Creepy Charly Tremlets setting ideas always provide interesting ideas and help inspire. Random Thought Table, A good solid look at Strategy and ideas for just making combat more interesting. Solid reading, especially for newer GMs. Overall great reading but the crown jewel of the issue IMHO is Astroduel! which I feel obligated to say again is a GREAT SETTING. I like complex and rich settings, I really do. But this one is a simple beer and pretzel setting that can get more complex if you want it to.
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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 Last edited by Refplace; 01-18-2018 at 03:25 PM. |
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01-18-2018, 09:35 PM | #3 |
Join Date: Sep 2004
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Re: Pyramid #3/111: Combat II
A Wrestler class for Dungeon Fantasy? Finally, a chance to create Los Tiburon in GURPS.
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01-18-2018, 11:51 PM | #4 | |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Pyramid #3/111: Combat II
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01-19-2018, 09:44 AM | #5 |
Join Date: Jun 2008
Location: Lansing, MI
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Re: Pyramid #3/111: Combat II
I'm glad people like Charly. He's had an interesting voyage on his way to print :)
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01-19-2018, 09:54 AM | #6 | |
Join Date: Apr 2005
Location: France
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Re: Pyramid #3/111: Combat II
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01-19-2018, 11:15 AM | #7 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/111: Combat II
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Also those styles can be learned for shapeshifters or adapted for other PC types.
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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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01-19-2018, 12:51 PM | #8 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Pyramid #3/111: Combat II
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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01-19-2018, 01:06 PM | #9 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Pyramid #3/111: Combat II
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I dont like the flat +1 or +2 of various skills but this is much ,ore powerful than the version Technical Grappling came up with.
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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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01-19-2018, 01:14 PM | #10 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Pyramid #3/111: Combat II
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If your campaign uses Technical Grappling, Power Grappling isn't a valid perk (see MA:TG p. 30). Normally you'd replace it with Special Exercises (Lifting ST), but since that's already part of Wrestling Mastery, the simplest fix is to charge 9 points for Wrestling Mastery in your campaign.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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