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Join Date: Jul 2005
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SJGs has GURPS Action! on the e23 Wishlist. This is definitely my personal favorite GURPS PDF product. Personally, I'd love to eventually see a hardcover GURPS Action! book. I'm beginning to think this may be one of the hardest books to write.
Can GURPS really do cinematic action well and still remain GURPS? The items I want to see featured in GURPS Action! are:
There is a Pyramid article that has what I think are many good ideas for implemeting "cinematic points". Anyone with a Pyramid account can check out the following article Cinematic Points! by Chad Underkoffler. I think some of the features in this article adapted to GURPS 4e standards would be definite additions I'd like to see. Some suggestions I'd make are the following
[Edit - added the following due to recent publication of GURPS DF e23 books] BTW, anything in Dungeon Fantasy (DF) that should be incorporated into GURPS Action? Should DF be required reading for any GURPS Action author?
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team Last edited by griffin; 02-21-2008 at 06:48 AM. Reason: Added comments about difficulty in writing GURPS cinematic gaming; Added item about Dungeon Fantasy |
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#2 | |
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Join Date: Apr 2005
Location: Video games destroyed my life. Good that I have 2 extra lives!
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The first three of the four you listed would be sweet as the core of the book..
The rest would probably be some kind of GM kit for quick templating of scenarios, especially some kind of challenge rating system for an action-themed setting. Doing challenge ratings was kind of thrown out before since there's just too much variety in GURPS to do it like say D&D does. But it'd be plausible now. I'm usually disappointed at the lack of opponents/enemies listed in supplements, so listing some would be a plus. Examples galore would not be desired. If the gamer wants IW, they can buy the IW setting book, etc.. This would also have potential for resurrecting the 3e versions of Cliffhangers and other pulp settings book, which would be a logical inclusion, excepting that they shouldn't take over the book. Extra sugar icing on top would be some rules for devolving the system to a set of miniatures skirimish rules, but I wouldn't expect it. Quote:
Last edited by GoodGame; 12-29-2007 at 07:37 PM. |
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#3 | |||||
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Join Date: Jul 2005
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GoodGame, thanks for your reply.
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If existing, can you point me too it in one of the GURPS 4e books. How would challenge ratings be implemented. I'm not really familiar with them in D&D as I haven't played that system since 2nd edition. Quote:
The reason for using IW iconic characters is they are familiar to anyone playing GURPS and they have a good range of variety. They are also already mostly cinematic. A picture is worth a thousand words, and a good example tends to be highly illustrative. Seeing a rule implemented is very important and one thing I think GURPS doesn't do enough of in the books. Stating a rule just isn't enough, it is very important that for GURPS Action! they cinematic rules are shown in action. Quote:
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Again thanks for your post.
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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#4 | ||
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Join Date: Aug 2005
Location: Denmark
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I would therefore also prefer focus on the 3-4 first points mentioned. And if possible you might want to make a turn more or less than 1 sec as a big part of cinematic is relative time. Sometimes it takes 5 secs to get across the room, sometimes it take several minutes to open the door and step through it, all depending on what goes on. In connection with this the range and movement rules should also be made much simpler. [Edit]Oh! I just remembered. One thing there would be a most is some rules for 'mass combat' Ie. How to easy set 4 players up against 100 enemies without it taking the entire session. Or possible 4 players and their 100 allies vs. another 100 opponents. See Lord of the Rings for an example of the style of battle I'm thinking about. A small addition to the Suggested rules: Do not allow mooks active defenses but let them give a penalty to the attackers Attack roll instead, based on the mooks defense. This makes combat a lot quicker as players do not have to wait from the GM's response but can roll away as long as they know the total penalty to their attack. [edit again] som earlier threads on this subject: http://forums.sjgames.com/showthread.php?t=31790 (simplified combat) http://forums.sjgames.com/showthread.php?t=12899 (problems with 1 sec turns) http://forums.sjgames.com/showthread.php?t=27692 (you already know this one ;)) Last edited by Maz; 12-30-2007 at 10:26 AM. |
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#5 | |||||
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Join Date: Jul 2005
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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#6 | |||
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Join Date: Aug 2005
Location: Denmark
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Basicly I think you can do one of two. Either just rename "1 sec per turn" to "0,1 to 5 sec per turn" and screw all consistency. Or you have to change the entire system so that turns are in fact longer, this would probably be very, very time consuming and indeed be an entirely new rules system. Quote:
What I did was: Take the chance of an attack hitting (depending on skill level), reduce this number by the percentage of the change of a dodge succeeding (depending on dodge level). Then look at the final score and find out what Skill level this corresponds too, give a penalty to the attacker so that it would lower his actual skill, to the new relative skill level. For instance: Attacker with skill 14 has 90,74% chance to hit. A defender with effective dodge 9 has 37,50% chance to avoid getting hit. So out of 100 hits, 90.74 would hit. Of those 37.50% would be avoided. That’s 37,50% of 90,74 = 34,03 hits would be avoided. That leaves 90,74-34,03 = 56,71% of the hits that would actually strike home. If the defender did not defend at all, this is about the same number of hits that would hit if the attacker had, had an attack skill of 11. So from skill 14 to skill 11 = -3. So the penalty to the attacker would be -3. (or a penalty = dodge-6 (9-6=3)) As mentioned this number varies a lot but you can find an average pretty easy. Assuming for instance that most Mooks have a defence around 7-9 and players effective attack score is usually around 12-14. This will give penalties from -1 to -4. I put it at -3... or rather "Dodge-6". This should just be renamed to "Defence -6". So if the mook has a parry of 9 he gives a penalty of 9-6= 3 ~-3. The system can also work the other way around to make a lot of mook-attacks faster. and the players still gets benefits for retreating, dropping, all out Defence, feverish defence and also multiple parries and all the other stuff that affects the defence score. As the penalty is derived directly from it. Quote:
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#7 | |
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Join Date: Jul 2005
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Regarding Mass Combat
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team Last edited by griffin; 01-06-2008 at 02:45 PM. |
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#8 | |
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Join Date: Aug 2005
Location: Denmark
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As for all other things I like to base such stuff off of current rules and do some mathematical mumbo-jumbo to get some result to use as a baseline. What I've done is much like what I did with my "doge= penalty to hit". I've looked at likelihood of a character with Skill A to hit NPC with defence skill B and then looked at how many attacks would 'hit' in 60 turns. This is what I came up with: Code:
4 5 6 7 8 9 10 11 12 13 14 15 16 17 4 1 1 1 1 1 1 1 0 0 0 0 0 0 0 5 3 3 3 2 2 2 1 1 1 0 0 0 0 0 6 5 5 5 5 4 4 3 2 1 1 1 0 0 0 7 10 10 9 9 8 6 5 4 3 2 1 0 0 0 8 15 15 15 12 12 10 8 6 4 3 1 1 0 0 9 20 20 20 20 15 15 12 9 6 4 2 1 0 0 10 30 30 30 30 20 20 15 12 8 5 3 1 1 0 11 30 30 30 30 30 20 20 15 10 6 4 2 1 0 12 60 60 60 30 30 30 20 15 12 8 4 2 1 0 13 60 60 60 60 30 30 30 20 12 9 5 2 1 0 14 60 60 60 60 60 30 30 20 15 9 5 3 1 0 15 60 60 60 60 60 30 30 20 15 10 5 3 1 0 16 60 60 60 60 60 30 30 20 15 10 5 3 1 0 17 60 60 60 60 60 30 30 20 15 10 5 3 1 0 Actually I'm not sure what to use it for but it give an idea about how effective a character with a certain skill levels would be against NPC with certain defensive levels. If you be fair to say that a character with skill 20 could take down 30 enemies in 60 secs for instance. Last edited by Maz; 01-07-2008 at 05:58 PM. |
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#9 | ||
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Banned
Join Date: Apr 2008
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#10 |
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Join Date: Mar 2006
Location: San Francisco
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I am so looking forward to this series. I loved DF, but I couldn't help but think, "if only they did something like this for action types." I'd also love to see a totally over-the-top setting (like a new version of Black Ops), but for now, the GURPS Action series sounds exactly like what I'm looking for.
Is the format going to be similar to DF, i.e. 1st book is characters and 2nd is a GM/adventure guide? |
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