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#1 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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I regard this as a matter of personal preference. I've been playing GURPS in a variety of genres from fantasy to space opera since the late 80s and have never once used GURPS Vehicles (3rd edition's predecessor to 4e's VDS) in anger.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#2 | ||
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Join Date: May 2006
Location: Germany
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So it was planned to come out earlier. OTOH, there's a string opinion of "you don't need VDS" from non-gearheads, and the old vehicles book gave GURPS some bad press as it involves actual math. It's a matter of taste, but I trust SJGames to use the delay to make VDS better. Quote:
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#3 | |
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Join Date: Nov 2008
Location: Yukon, OK
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Thaumatology is awesome for designing a new magic system using several different core frameworks and lots of options and examples for how to tweak them. But the assumption is its all "magic" However applying much of it to Chi or Biological powers is pretty easy. HERO did a genric magic system by modifying the powers system for magic and also for SciFi and it left me and others feeling flat. It was just too generic and not enough of a difference between the differnt things . Though there are possibly more options to adjust GURPS Advantages and powers with I suspect any efforts to modify them for a one size fits all campaign will also leave the campaign feeling a little flat. But as it is we have the following frameworks that I can think of. Advantages as Powers (Power modifier and a Talent) Alchemy/Herbalisim Syntactic magic (Also Realm) Standard or what I call College magic Symbol Magic (Also Verb/Noun) Path magic Ritual Magic Threshold magic Using these you can have a campaign with several flavors of magic that are very distinctive and tactically dissimilar. It will take a lot of work but then that is true of anything with so much variety. And you can apply many of these to different backgrounds besides magic. I used Symbol magic to simulate a book I read where the protagnist used math. Now I would redesign it with Path/Book Magic. I also have used and seen others talk about using Path magic as a basis for Netrunning, Dreamweaving and Shamanism. As for the defense rolls look at Deceptive attacks and High Skill level vs. High Skill options or rules. For your vehicle stuff if your building it off a book or movie then use that for your framework. If your looking for examples then Vehicles 3E is a good starting point but some things have been changed, mostly DR and HP and of course PD. But still it gives you a good starting point and framework. the core concept of Spaceships with all vehicles being built as a frame with modules coming in as 5% or multiples thereof chunks is something you can adapt to any other vehicle or building. Just write up the modules. It will be easy and your players can offer up module suggestions too and then just pick and choose what modules you want for the design concept. |
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#4 | |
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Join Date: Aug 2005
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Power accumulation magic for both path and book. |
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#5 |
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Join Date: May 2007
Location: Verona, Italy
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There's only one thing I had to adjust about combat defenses: I doubled the penalties to parry thrown weapons.
So it becomes -2 to parry spears and hatchets and -4 for knives and stones.
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My Vanity Vent... |
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#6 | |||||||||
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Join Date: Feb 2005
Location: Virginia, US
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If it is, then it's another nod of the head towards the use of Powers. With that said, I'm also getting the general gist that even Thaumatology wouldn't be too far from what you're after, and perhaps a little less daunting. Quote:
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Certainly, though, if I could speed up time, or possible compress it and good health to the authors, I would be inclined to do so. Quote:
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Anyway, time for sleep... Kage |
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#7 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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ETA: I'll also note that at low-to-moderate skill levels and under trying circumstances (fighting while wounded or in poor visibility, firing missile weapons, etc.), the attacker's skill is sufficiently low that hitting isn't a foregone conclusion, while defense rolls can be sufficiently low that they're vastly unlikely to be successful in the event of a successful hit, making them a Hail-Mary sort of thing rather than the sole determinant of how the fight goes.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! Last edited by Turhan's Bey Company; 12-09-2009 at 12:29 PM. |
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#8 |
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Join Date: Dec 2009
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Attack/defense as contests actually is a published variant? That sounds very promising. You raise a very good point about low skill levels, but once you get into the Crouching Tiger, Hidden Dragon stuff (or Equilibrium, if that's more your style), the core system as-is seems to rely entirely on defense skill and/or total blind luck in rolling crits. I had wondered about converting the rolls to quick contests as a way to avert this, but I wasn't at all sure if it'd play out well or crash into some unforeseen conflicts with existing rules.
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#9 | |
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Join Date: Jun 2005
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My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. |
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#10 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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| Tags |
| magical styles, newbie, problems, questions, vehicles |
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