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#1 |
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Join Date: Sep 2004
Location: Orem, Utah, USA
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It does if you follow the advice in Power Ups 9: Alternate Attributes.
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Maxim 2: A Seargeant in motion outranks a Lieutenant who doesn't know what's going on. |
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#2 |
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Join Date: Jul 2021
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#3 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Not in my preferred version. If you look at the pricing of Talents, 20 points is pretty cheap for 'just-IQ'. 10 points is very, very cheap - cheaper than e.g. Smooth Operator, which is mostly IQ skills. Why buy that talent if IQ is cheaper?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#4 | |
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Join Date: Apr 2005
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Quote:
There should also be different levels of the disadvantage to model different levels of volition. For example, being able to take care of basic needs without being ordered to do so. It could also be folded into Reprogrammable since the two traits tend to be linked. |
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#5 |
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Join Date: Sep 2004
Location: Southeast NC
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I've used the term "Drone Mentality" in my custom tables.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#6 |
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Join Date: Apr 2005
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#7 | |
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Join Date: Apr 2014
Location: Bahia, Brazil
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Quote:
Also, graphical improvements. Today's market wants shiny colors and glossy pages. I would also update to 4E the solo adventure "A Night's Work" from 3E and include it in the basic set. It helped me a lot to understand GURPS during the 3E era. At the end, a page with a link to Caravan to Ein Arris will help people GM and play a ready-to-go adventure. Include with it pre-gen 150-point characters. Those two "modules" would teach newcomers basic combat and social interaction. Create one more free adventure for the Dungeon Fantasy series to teach basic magic use and a little bit of powers. Also, include 150-point pre-gen characters. I emphasize 150 points instead of DF 250 because it is easier to manage 150 points than 250, and they can still act within their chosen niche. Link, in some way, all three "modules" with Infinite Worlds if it will continue to be GURPS default setting. Also, each of your three books must come with 50 to 250-point iconic characters. And more down-to-earth ones, instead of the "I have no idea how to play this C3IR07-guy". I would include a line of novels with iconic characters and settings, such as Dragonlance romances. But that is off-topic. |
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#8 |
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Join Date: Oct 2004
Location: Overton, TX USA
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Is it sad that 20+ years later, I'm still running 3e? Lol
If there were a 4eR, however, I'd prefer a one book presentation. I realize that's not optimal, but the three book format sounds intriguing. I can see that...players, GM, Special.
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Anthony N. Emmel Scholar & Catholic Gentleman Q: GM, are you using the d20 rules system? A: No. GURPS is fun. D20 games are not fun. The GM says so. Playing d20/3.5 makes Baby Jesus cry. |
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#9 | |
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Join Date: Aug 2004
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Actually, I'd provide four or five Professional Templates, each with the aim of being as generic and universal as possible, corresponding loosely to That Other Game's archetypes: a fighter, a rogue, a scholar, a medic, and an entertainer; then I'd have each of the Characters book's sample characters being an example of one of those Templates in use, plus one "freeform" sample character to illustrate that you don't need to use the Professional Templates if you don't want to. Oh: I wouldn't include iconic characters in the Campaigns book,; I'd include All In a Night's Work and Caravan to Ein Arris instead.. |
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#10 |
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Join Date: Aug 2014
Location: Snoopy's basement
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To save space, I would drop the original magic system from the core books in favor of a brief explanation of how to make Advantages work like 'magic'.
Also I would rationalze the way exotic skills (Power Blow etc.) work and work Imbuements into that. It would also be nice to have a section combining core parts of How to Be a GURPS GM and Action 2. Last edited by Donny Brook; 08-27-2024 at 05:42 PM. |
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