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#111 |
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Join Date: Aug 2010
Location: The Land of Enchantment
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Pity I can't upvote this...
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I'd need to get a grant and go shoot a thousand goats to figure it out. |
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#112 | |
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Join Date: Jun 2022
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Okay, ostensibly it is, but since DFRPG uses GURPS 4e rules... everything* in Shields Up works perfectly fine with regular old GURPS Basic Set 4e. And anywhere it might not, the rules from DFRPG have been ported into Shields Up for ease of page flippage. * Everything except the 'Technical Grappling' rules which go along with Douglas Cole's Fantastic Dungeon Grappling, which is GURPS 4th Martial Arts Technical Grappling pared down in all the best ways. And of course, as with all rules (especially the ones marked as optional) those rules are optional. |
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#113 | |
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Join Date: Aug 2022
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One thing I can say as a newer entry to GURPS than most here is that the basic set 4th edition is gorgeous. It certainly doesn't have as many character illustrations some other books have but the colorized almost Star Trek page borders are a brilliant move. The little in page "bubbles" wind up "feeling" nice too. Most TTRPG books aren't like a DND book. You either wind up with Wraith the Oblivion which is impossible to use because the book is written like a novel or you get Rift which has most of the really nice pictures in the middle a history book or something lol. The issue is organization. The rules for a good gunfight are a lot with the way the book lays it out and I really think that's where the game can improve. I feel like I'm always going back and forth trying to figure things out because these rules in a gunfight especially all are needed or the characters are instantly liquid. |
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#114 | |
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Join Date: Aug 2022
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The funny thing? Is I'd go the opposite direction with criticals and high skilled players? Maybe it's too many video games instead of TTRPG but it feels like you shouldn't even bother to have critical hits in the game if you're doing everything you can to prevent players from getting one including not allowing them to build a character to achieve them. If critical hits are bad for your game just remove them? If they are good for game then I really think an absolute cap of 5% is too low (you might go a year, playing every weekend with one combat session per game and never see one.) The strength scaling is something I'm still struggling with. The difference between 10 and 12 IQ is absolutely titanic. But the difference between strength 10 and 16 doesn't seem that much? Am I wrong to think in my campaign with super strong vampires and cyborgs they need a strength of 30 to flip a car. Not throw a car but flip a car with force? (I think with 20 they can slowly flip it but I'm talking as a 1 second action.) |
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#115 | |
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Join Date: Jun 2013
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That said, if you like crits being more common, go for it.
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GURPS Overhaul |
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#116 | |
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Join Date: Aug 2022
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The likelihood is so low that when the GM is like "this weapon does x special thing on critical hit" I don't even bother writing it down. I can't find a hole in your math and probability I'm not good enough at that. I just know that in other systems where the chance is 5% I've only ever seen one in years. |
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#117 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Quote:
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#118 | |
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Join Date: Jun 2013
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Quote:
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GURPS Overhaul |
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#119 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#120 | |
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Join Date: Aug 2010
Location: The Land of Enchantment
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Quote:
Also, recall that success by 10+ would also be a crit, so players can build whatever they want.
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I'd need to get a grant and go shoot a thousand goats to figure it out. |
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