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#1 |
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Join Date: Feb 2005
Location: Panama
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I think that a new 4e GURPS Lite or GURPS 4e Update with a series of changes to make the most common changes/upgrades official will do.
We already have GURPS in 3 books, Characters, Campaign and Powers (or any mix of your 3 favorite GURPS books for that matter)... and no matter how you rearrange the books you will end with some people that will think of better ways of rearranging it. I like the way advantages are separate from disadvantages for example, I would't like mixing them in categories, forcing me to look at multiple categories in search of a -5 pointer. |
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#2 | |||||
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Join Date: Aug 2004
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That said, I'd also take the opportunity to publish a GURPS Magic 4e Revised, adding Magery and Magical Resistance to the book to make it truly self-contained, and applying the numerous corrections to its spells that were the result of Magic being a rushed project coming out before 4e had properly settled. Quote:
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Instead, you have to look through an alphabetical list in search for a –5 pointer. Not much of an improvement; especially since you can do that just as easily by consulting the lists of Traits that already exist in 4e's Characters. Last edited by dataweaver; 08-27-2024 at 08:32 PM. |
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#3 |
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Join Date: Sep 2004
Location: Orem, Utah, USA
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If you're going that route incorporate at least the bare bones of powers and make Sorcery the games default magic system. It's much more generic and flexible than the current standard.
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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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#4 |
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Join Date: Jun 2008
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Honestly, Magic and Psionics in the corebook feel like the legacy of GURPS' origins in The Fantasy Trip. Both should be stripped out and left to the add-on modules, which have the space to deal with them properly.
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#5 |
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Join Date: Oct 2006
Location: Chagrin Falls
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Rationalize/standardize all the damage types, to include things like control (from wrestling, whips, binding attacks, &c.)
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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#6 |
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Join Date: Apr 2014
Location: Bahia, Brazil
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That would be nice.
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#7 |
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Join Date: Apr 2005
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Turn some of the "background skills" like Speed Reading and Typing into Perks.
Use the Hit Location rules from Low Tech Companion III which turn the "Groin" hit location into the Abdomen. Treat the Groin as an independent hit location targeted like the Vitals. Stop using different words to describe different levels of the same traits. For example, not "Cautious, Cowardice" or "Extra Flexibility, Double Jointed" just Cowardice [-1] to define it a Quirk or Extra Flexibility 2 [15]. Add extra levels of leveled traits where they make sense, like Bad Smell or Disturbing Voice with just a -1 Reaction or Voice with just a +1 Reaction. |
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#8 | ||
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Join Date: Jun 2013
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Granted, that's arguably more heroic/cinematic than reality, where the ability to draw your weapon quickly and the ability to use it are fairly divorced from each other (of course, for Harsh Realism, those who are untrained or otherwise have low skill may have difficulty drawing their weapon in a single Ready maneuver as well). Options to let an attack be traded for a Feint (as introduced in Martial Arts) or a Ready (as seen with Fast-Firing Bows, also introduced in Martial Arts) would also be welcome; note the latter case would call for a roll against weapon skill to ready the weapon. That would also allow for the as-written Fast Draw to still exist but also allow highly-skilled characters to make use of their weapon skill instead, via a Rapid Strike. But I'm probably getting a little too far afield here...
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GURPS Overhaul |
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#9 |
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Join Date: Aug 2004
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I'm curious how many people would want 4eR to feature a Control Points system instead of the existing Success Rolls system as the default grappling rules. I tend to like the latter due to the lower amount of bookkeeping involved; but I do see the argument for making the rules for grapples more consistent with the rules for strikes.
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#10 |
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Join Date: Aug 2010
Location: The Land of Enchantment
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I guess I'd just say "Use all of my house rules!", of course! I haven't read through all of this thread, so I'm sure these have been mentioned:
We probably actually need four books in the 4eR Basic Set: My greatest recommendation would be not to split the game books into Characters and Campaigns. Instead have a Basic and an Advanced book, and make Magic completely separate. The Advanced book would for instance include Tactical Combat and all of the ten thousand situation-specific rules, but character generation would be in Basic with the Basic Combat rules, along with the chapter on success rolls. The Basic book should not include all of the detailed hit locations from Martial Arts- those would be in the Advanced book. This Basic/Advanced split is to make it clear that GURPS is a toolbox. The greatest criticism heard about GURPS is that it is "too complicated"- which is not entirely unfounded- and that's why it needs a Basic rules book. This is also why the basic magic system should be retained in the new Basic Set- sorcery and RPM require too much work and/or too many judgement calls from the GM for beginning players/GMs. By all means include them but sorcery, psionics, and superpowers should be in the (fourth) 4eR Powers book. As much as Technical Grappling was fun to read and say "Yeah, that's awesome", I have kind of concluded that it's too much book keeping in a game that is already heavy on book keeping, as well as a large number of yet more odd bonuses/penalties to memorize. But certainly there are settings where it would be worth it- like a modern or scifi setting where weaponry is controlled, so that it basically becomes a Martial Arts game. Maybe put it in the Advanced book, too?
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 11-27-2024 at 05:11 PM. |
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