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GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles, with a level of detail varying from lightweight to completely autistic.
Optional rules allow you to emulate different genres with a single system, or even switch genres within a single game.

A nearly complete archive of GURPS books can be found by using the image. Never post direct links to the archive anywhere in plain text.

If you're wondering where to start:
- The Basic Set covers everything, including a lot of optional rules you probably won't use.
- A genre guide can be found in the archive, under Unofficial/GURPSgen. It tells you what extra books and articles you may find useful for many common genres.
- How To Be a GURPS GM is a good read even for players.
- GCS (gurpscharactersheet.com) is an excellent character-builder software, with page references to all the books and the option to export to both Foundry and Fantasy Grounds.

TQ: what's your least favorite disadvantage for a player to take?
+Showing all 411 replies.
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>series
>subseries
>book
>edition
>revision (new)
>printing
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>>97766613
>what's your least favorite disadvantage for a player to take?
Weirdness Magnet. I think it's only appropriate for a handful of game types, but there are some playoids who just take it every single time no matter what because they just see it as free points.
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>>97766613
Pacifism(Cannot Kill)
just turns into a depression spiral when its a campaign with any sort of weapons
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>>97766613
>what's your least favorite disadvantage for a player to take?
Secret (Child molester; possible death)
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Is there an argument to be made for why skill rolls shouldn't be random? If traits don't require rolling, why not skills?
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>>97766613
>TQ: what's your least favorite disadvantage for a player to take?
I dislike the whole disadvantage system
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>>97766613
TQ: Trickster.
A lot of campaigns just don't really have an opportunity for it to trigger, and it requires creativity to work and make sense, much more than other mental disadvantages.
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>>97767117
I like pacifism (no innocents)
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>>97769946
Your opinion is wrong. Disadvantages are not only needed to represent reality, they actively help role-playing.
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>>97769946
Why the fuck are you playing GURPS then? Your games must be boring as fuck.

>>97769932
Because that is retarded, anon. If you do that, you might as well go write a book with your friends, as nothing interesting will ever happen.

>>97770001
I get that. I only had one player take it, and the trick was just tying another character's shoes together for him to fall down.

>>97767117
Pacifism (Cannot Kill) really does blow. Cannot Harm Innocents is a better one, or Self-Defense Only. Cannot Kill works great for Cleric characters if you rewrite it, though.
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>>97770095
This implies skill failure is interesting.
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>>97771513
If there's no risk of failure, you're just telling a story, you don't need a system for that. Just tell what happens.
Go to literally any other rpg general and ask why the system has dice rolls. The answer is going to be the same for all of them.
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>>97769932
Traits often do require rolling, but yes, in many cases skills are a matter of 'you are at this level or you aren't' in real life. You either know a fact or you don't. A task is either within your capabilities, or it isn't. I don't have a 2% chance of being able to repair a broken internal combustion engine or something else I don't know anything about, I have basically a 0% chance of doing that. Likewise, I don't have a 98% chance of being able to routine tasks at my job, I have a nearly 100% chance of being able to do them unless there is something causing me serious issues like a major distraction, sleep deprivation, etc.
This can be represented by the 'this one goes to eleven' optional rule if you like, where there's basically a skill level which makes a task guaranteed to succeed but anything under that is guaranteed to fail. This is especially true of knowledge, where most people either know a fact or don't.
There are several problems with that approach:
It makes things too predictable. Both in real life and fiction, a lot of tasks aren't actually certain. There is a possibility of both failure and success. This is especially the case for unusual tasks being done in difficult circumstances. Even simply remembering a fact can sometimes fail, or be achievable through some weird 'stroke of luck' where someone who doesn't know much about a subject just happens to recall the specific detail from some book or something.
GURPS skills are really too broad for it to be a simple binary whether someone with a given skill level can just do a task or not. In reality, such a skill indicates competency at numerous related tasks, and two people with the same skill level might be good at completely different things. Rolling gives you a sense of variable competence between supposedly similar characters without having to get into the ridiculous detail of listing every single thing the character knows.
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>>97771513
Failure is inherently interesting. If you don't find it interesting, don't play a game where there is any probability. Go try playing Texas Hold'em, but all the money that gets put in the pot goes to whoever the "storyteller" chooses after dictating what happens.
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Best place to start for 4th edition mecha or like, tank combat in general?
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>>97771702
Py. #3/120, Describing Vehicles and GURPS Spaceships 4 (or whichever the mecha one is)
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>>97771576
You clearly have not read the manual. GURPS explicitly says you can skip rolls if you stat is high enougha fter applying modifyers and there is no tension involved. You don't need to roll for driving to the supermarket if you are average at it, only if you are winging it or you "know" how to drive yet you just are incredibly inept at driving (student that didnt get his license yet, for example).
Please hang yourself nogames.
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>>97771702
Use Spaceships series, with rules from Alternate Spaceships (Pyramid 3/34), especially the Armor and Volume rule, to design them.
Alternatively, use Modular Mecha (Pyramid 3/51) for the mecha. I think the result ends up being a bit stronger than Spaceships builds, but can't remember for sure.
Combat rules don't really need any change, except tactical combat hexes should be scaled to typical vehicle size and weapon ranges (ten yards per hex seems reasonable for a typical mecha game and is easy to translate from normal weapon stats, etc.).
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>>97770033
Disadvantages in a point buy system suck ass unless you're using templates
Otherwise players will just game them for points unless you hold their hand through character creation
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>>97772320
First of all, get better players.
Second of all, this is how gurps works, you have to curate every single aspect of character creation, otherwise you get players with 20 DX, trained by a master and psionic powers in a realistic medieval game. If you believe a disadvantage won't get any play in a specific campaign, you shouldn't let the players grab them.
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I want to make a game in the vibe and tone (and era) of the The League of Extraordinary Gentlemen (the cheesy movie, not the serious comic book version with the rape and stuff); what books would I need?
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>>97772675
Basic Set and High-Tech (plus non-GURPS research materiel) covers pretty much everything you need. Steampunk series (including the 3rd edition Steampunk and Screampunk books) will be helpful but not essential. Powers and Supers might have a bit of stuff you can use, but aren't really needed for LXG. Hot Spots: Victorian London could be helpful but isn't out yet.
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>>97772675
GURPS Steampunk
GURPS Cliffhangers
GURPS Monster Hunters
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>>97772612
My players are very good about not taking outlandish shit but they will have every -5 point disadvantage
I think that trait should be a named disadvantage too
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>>97772320
Yup. The first instinct of all players is to game the disadvantage system. Experienced players will learn to hide their munchkin nature through "appropriate roleplay" and "justification through backstory". Then at the highest levels of skill you learn that having a good time with others is what the game is about, not bean counting itself.
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>>97772320
>Otherwise players will just game them for points unless you hold their hand through character creation

Cool, how about playing the game before complaining about it, retard. You have never built a character in GURPS (or even read Basic) if you think taking disadvantages is "gaming it for points".
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>>97773054
Lowering your Per and Will to discount IQ is gaming the system.
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>>97772320
Disadvantage limits are RAW recommended and solve this, btw. The RAW recommendation of 50% point total is ass though. Just tell your players
>No more than 30-50 points in disadvantages
>No more than 2 disadvantages that involve Self-Control Rolls.
Etc. etc. simple as.
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>>97773114
>lowering will
Uhm, what? Do you not use disadvantage limits or fright checks?

>lowering per
Do you not use surprise encounters or make players check for traps?

Just say that you've never actually played the game, anon.
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>>97773215
NTA, but I've never seen a reason to use Fright Checks, or rather they've always seemed excessive in their consequences.
Will rolls have seen use for physical effort and to avoid flinching after getting injured.
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>>97773215
I'm not a GM. I only ever play GURPS.
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>>97772790
>>97772798
Thanks
>victorian london
any idea when that's gonna be out? that's very ideal for my game
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>>97772900
That's why there are disadvantage limits bro. Evert single "worked example" of gurps (dungeon fantasy, discworld, action, monster hunters...) has a disadvantage limit. Players going overboard is both a player problem and a GM problem, not a system problem.
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>>97773266
>>97773281
>>97773114
Will rolls should be constant in realistic campaigns with combat, and in non-realistic campaigns a lot of magic shit is will-based so will (alongside HT) is a very important stat for anyone that wants to survive.
Per is fucking vital lmao what kind of GM lets players get away with low perception, this isn't even a gurps thing, even D&D will punish low perception characters (enjoy stepping on every trap and falling for every ambush)

Also lowering will and per is not gaming the system, it makes LESS sense to have every single scientist, wizard and sage be great at spotting ambushes, but that's a different argument.
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>>97773266
Fright Checks RAW (in Basic) kind of blow, but they have some good use. I think Horror is pretty good for them.

>>97773281
You're still a retard. Find a better GM if you are allowed to buy IQ at 10/pt due to buying down Will and Per. Genuinely, your problems are because either you or your GM do not know how the rules work.

>>97773502
Personally, I decouple Per & Will from IQ for that reason. And make Charisma & Magic their own thing.
t. smart guy that cannot talk to women or cast spells
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>>97773438
Sadly, not until 2027.
Honestly, Victorian London is well documented enough that you can just use pop-history books for the background.
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>>97773502
>Will rolls should be constant in realistic campaigns with combat
I've been thinking about running a campaign that's as 'hard realism' as I can make it. That being said half the PC's having a panic attack and gaining a phobia from seeing a dead body after combat sounds less than great.
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https://baseds-cosmos.blogspot.com/2026/03/a-new-take-on-magic.html
Posted some ideas on how to change up Magic.
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>>97774829
My suggestion would be to replace The Rule of 14 with something like:
>If the final, modified Will exceeds 16, don't roll and instead consider the Fright Check to have been passed.
and also give generous bonuses for low-stress situations, warnings, etc.
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>>97775633
Pretty cool, anon.
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>>97775674
Thanks, anon. I have been working pretty furiously on my house rules and stuff comes up that I enjoy throwing into the void.

>>97775640
I do this with my "Morale" system. Party gets bonuses over time for doing actions (e.g. fucking women at brothels, bathing, eating fine meals, getting drunk) as well as penalties (e.g. death in the company, no pay, only one type of food). If there is enough good stuff happening, the group has less chances to retreat in combat, unless there is truly bad shit going on. This is probably already somewhere in some book and I just didn't read it because I don't have time for that shit.
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>>97773576
Oh you homebrew. Why should I give a fuck about your opinion, you don't play real GURPS.
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>>97776843
>he thinks homebrewing isn't 'real gurps'
retard alert
the entire system is designed to enable and allow for easy homebrew
if you want an anti-homebrew system, play dnd
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How do you guys handle important 3rd party organizations that aren't specifically enemies or patrons/contacts/allies?

Just treat them as background color? No interaction or monitoring unless players directly interact with them?
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>>97777210
They don't need to be purchased as a relationship to interact with the PCs. Enemies, allies, contacts, etc. are specifically relationships which that character has in addition to any stuff which the GM throws at them. Just like you don't need a player to take Enemy (Wandering Monsters) or (Bandits) before springing an encounter on them, you can simply have NPC organisations which can be helpful, hostile, or whatever.
The rules for organizations doing organization stuff and in Boardroom and Curia.
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>>97777210
What >>97777226 said
You're really overthinking it, if an organization is neither supporting nor opposing a PC there's no good reason to have mechanics for it.
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>>97777226
Yeah, I've had it cracked open for a couple of days.
>>97777246
>You're really overthinking it
Probably. I get that PCs don't need to take Enemy for every zombie that shambles across their path but I still feel like quantifying the capabilities of the local orgs could be useful.
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>>97777175
I understand you want to customize GURPS. You need to purchase "GURPS Power-Ups 9: Alternate Attributes" if you're going to mess with that shit. I don't trust you to know better than the actual game designers.
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>>97773449
It's less about the points limit and more about the number of disads becoming absolutely unmanageable
That said I will do the opposite of the TQ and nominate a favourite disad: Phobia. Clear-cut, no bullshit, adjustable and it still affects you if you make the roll. I like all the BS -5pt disads the least like Minor Addiction and trash like that
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>>97777311
>purchase
I don't think so
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>>97777338
My favorite disadvantage is Bloodlust. I already want to kill everyone who stands in my way so it's free points for being myself.
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>>97777342
Go seed your torrents.
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>>97777377
Are there even any GURPS torrents up
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>>97777175
Come on Anon, that was really lame bait to fall for.
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>>97777338
>the number of disads becoming absolutely unmanageable
So just set a low point limit
If your max disadvantage is -25, they will get at most 5 [-5] disadvantages, which is perfectly manageable.
My current campaign everyone has lenses that give them -15 points worth of disadvantages (usually one -10 and one -5), and they can pick -15 extra.
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>>97777511
If you need to ask you don't need to know.
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>>97775633
>spell damage based on an attribute
check out the Changes to Missile, Melee, and Other Damaging Spells section of college ritual book magic, it might fit what you are trying to do.

>https://noschoolgrognard.blogspot.com/p/blog-page.html
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I just realized. Almost all punches IRL are aimed at the face.
In fact, it is more natural to punch at the face when you're both standing in front of each other, and body blows usually come once the fight gets in real close like a grapple.

How should this be represented in GURPS? No one wants to go for the -5 when doing melee attacks, unarmed or not, unless they're really confident on their skills.
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>>97775640
>>If the final, modified Will exceeds 16, don't roll and instead consider the Fright Check to have been passed.
Do things normally modify will that high though?
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>RAW: If you take a template labeled "62 points", you MUST spend 92 points, and you MUST get −30 points from disadvantages to compensate.
>House rule: If you take a template labeled "62 points", you MUST spend 32 points, and you MAY spend an additional 30 points and get −30 points from disadvantages to compensate.
Yea or nay?
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>>97778988
if you don't want disadvantages on the templates to be mandatory just modify the templates to not include them. The point of templates is to make it easier to create a character, and that includes picking appropriate disadvantages.
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>>97778988
I think that makes sense. That’s what I do already in my games if I force a template (I explicitly state all disadvantages are optional). The only game I don’t do this in is a Dungeon Crawling game I run.

>>97778717
Will check it out, thanks anon.
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>>97778374
Well I don't really, I got mine and fuck everyone else
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>>97778360
>they will get at most 5 [-5] disadvantages, which is perfectly manageable
You can make gameplay perfectly tedious with everyone having 5 disadvantages
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>>97779327
I disagree, since I regularly run games with [-50] worth of disadvantages and it all works fine. A disadvantage doesn't have to come up every single session you know? It's only "free points" if it's never going to come up, like ones that gives penalty to reaction rolls when you never use reaction rolls.
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>>97776843
>>97777311
Tell me you've never interacted with GURPS designers without telling me you've never interacted with GURPS designers.

>>97778831
GURPS assumes that you are aiming for center mass. If you want to assume that blows are to the face, make your fighter use telegraphic attacks to the face, for a -1 penalty.
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>>97779363
>ones that gives penalty to reaction rolls when you never use reaction rolls.
Don't those typically affect all social skills? They don't need to never come up to be tedious, with a character who has Disciplines of Faith (Ritualism) and is a chain smoker you're essentially playing a minigame around that one guy to see if you should penalize him or not
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>>97780314
>minigame
just a couple of rolls per session at most
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>>97778831
>How should this be represented in GURPS?
Preferred hit location. Also keep in mind most untrained fighters, which means most people who have ever thrown a punch, are pulling all-out-attacks and defensive maneuvers, without much in between.
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>>97780351
>>97779931
The average boxer's jab is a defensive punch to the face. And I don't think they're telegraphing a jab.
At -5 this means that they're going to be missing 50% of the time or so.
Are most boxers are spending points in technique: targeted attack (box punch to face)?
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>>97780446
>The average boxer
The average person throwing a punch irl is not the average boxer, anon.
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>>97780476
Yes but I want to talk about what the average boxer is doing. Like unironically, every single martial art, combat sport, and so on trains to punch people in the face, so it feels weird that skill 14 pros are trying to punch at skill 9 and this is the optimal thing.
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>>97780521
There may be some modified charts somewhere in the rat's nest of rules and supplements called GURPS to reflect that. If I am throwing punches at you, then most of my blows should land on your upper arms, upper chest and head and the to hit modifiers should reflect that. A similar thing should happen with kicking. Kicking someone in the thighs and legs should be the default and kicking someone in the chest should be more difficult. Don't ask why it is harder to hit someone in the skull with a sword than their foot. GURPS like every other RPG has its own silly rules.
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>>97780780
>kicks
I do have a house-rule that removes the penalty to hit legs when you do a kick. Maybe I should have it so punches have a reduced penalty to hit the face compared to other forms of attacks.
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>>97780446
>Are most boxers are spending points in technique: targeted attack (box punch to face)?
Probably yeah. Though they're probably also evaluating and doing Committed Attacks for to-hit bonuses.
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speaking of boxing, is there any perk or technique to remove the "-3 parry vs weapon swings" from brawling, wrestling or boxing?
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>>97781275
Knowing GURPS I imagine there's something to represent training in parrying that you could buy off the -3 with, but parrying weapons with boxing and those other mentioned styles is just naturally difficult.
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>>97779931
Which GURPS devs are bad at their job?
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>>97781578
All of them
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>>97781275
Pretty sure it's somewhere in LT or MA that if you fail your parry by 3 or less you can choose to either let it hit your parrying arm or the intended hit location.

Makes it a bit more interesting.
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>>97780780
>harder to hit someone in the skull
Honestly, I think it's just game balance. You could say that it's easier to duck, flinch and jerk your head (thus making it harder to hit) than with a leg or foot, I guess
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>>97781578
You're an actual retard, anon.
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>>97781578
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>>97782894
kek
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How much would a Code of Honor: Boxer disadvantage give?
>Only use your hands in combat
>never strike someone below the belt or on the ground
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I didn't find any way to remove the -3 to parry swing weapons from boxing :(
I want to parry melee weapons unarmed but also be able to fight in heavy encumbrance
Would a "fantasy boxing" that is hard but doesn't have penalties to parry weapons be unbalanced?
Essentially it's karate but trading kicks for no encumbrance penalty to skill.

Compare:
>karate
>+one-handed parries
>+parry and retreat
>+arms and legs
>+big damage bonus
>+no penalty to parrying weapons
>-encumbrance penalty to base skill
>-hard skill

>boxing
>+one-handed parries
>+parry and retreat
>+big damage bonus
>-arms only
>-penalty to parry low line attacks
>+-average skill
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>>97783456
>Informal and applies only among your peers: −5
>Formal and applies only among your peers, or informal and applies all the time: −10
>Formal and applies all the time, or requires suicide if broken: −15
This sounds like −10 to me.
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>>97781275
>>97783690
You can make a custom defensive technique with the rules on Martial Arts p. 91. Difficulty should be Hard.
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>>97783703
makes sense, thanks!
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>>97783728
Time to read on how custom techniques are made, I skipped that part when reading martial arts before.
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What books do I find the gun-fu rules in and do they work with single action revolvers so that I can make a character like revolver ocelot?
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>>97783861
>What books do I find the gun-fu rules in
GURPS Gun Fu
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>>97783861
>What books do I find the gun-fu rules in
GURPS Gun Fu, duh
Tactcal Shooting also helps, and high tech for the stats of the Colt Single Action Army ocelots carries around.
Also yes, they do work.
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>>97783927
thanks
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>>97783916
https://www.youtube.com/watch?v=y897tozJeg8
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>>97782130
I do HEMA and most hits, regardless of weaon, go for arms, shoulders, neck, and head. The chart makes sense when it comes to shooting, not realistic hand to hand combat.
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>>97784375
Correction: this applies to cuts. When thrusting, the chest, belly and shoulders are mre likely targets. A solution could be having the chart change depending on the attack (swing vs thrust) and weapon. The type of alternate rule you would see in some Pyramid magazine.
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Ahem.

Kill Realm Management. Behead Realm Management. Roundhouse kick Realm Management into the concrete. Slam dunk Realm Management into the trashcan. Crucify filthy Realm Management. Defecate in Realm Management's food. Launch Realm Management into the sun. Stir fry Realm Management in a wok. Toss Realm Management into active volcanoes. Urinate into Realm Management's gas tank. Judo throw Realm Management into a wood chipper. Twist Realm Management's head off. Report Realm Management to the IRS. Karate chop Realm Management in half. Curb stomp pregnant Realm Management. Trap Realm Management in quicksand. Crush Realm Management in the trash compactor. Liquefy Realm Management in a vat of acid. Eat Realm Management. Dissect Realm Management. Exterminate Realm Management in the gas chamber. Stomp Realm Management's skull with steel toed boots. Cremate Realm Management in the oven. Lobotomize Realm Management. Mandatory abortions for Realm Management. Grind Realm Management fetuses in the garbage disposal. Drown Realm Management in fried chicken grease. Vaporize Realm Management with a ray gun. Kick Realm Management down the stairs. Feed Realm Management to alligators. Slice Realm Management with a katana.
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>>97778831
It doesn't help that the GURPS wants to separate head into face/eyes/skull hit locations. An average human head is like 18" in its longest dimension for -4 to hit, or -3 if you give it the +1 for being an elongated sphere. But instead of just letting you go for the general noggin, the game forces you to take additional penalties for aiming for specific parts of the head for some reason. If you wanted to make the head more practical, you could roll at -4 or -3 instead of -5 to hit a general 'head' location and from there roll a sub location randomly.
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>>97778831
Also, use Conditional Injury. With it you can't reliably tickle people to knockout with general torso shots anymore, you have to target the face or vitals to fish for Knockdown & Stunning if you want get knockouts with jabs.
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>>97783861
>>97783916 is basically the secret to everything MGS. They talk like they're playing Tactical Shooting, but it's really just Gun-Fu all the way down, with the occasional TS rule when it looks cool.
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>>97787571
>>97778831
I'm a retard and should have spotted this right away but the figure I found 8cm, not 18in, and that's width. Actual greatest dimension is typically height for 9" or so, give it +2 for being roughly spherical and that gives you to -4 for a general 'head' hit location.
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>>97787599
how much DR is that armor
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>>97788056
Depends on how deep into the weeds of the tech tree you want to get, with all the upgrade levels of both weapons and armor, and how they interact with the aggressive scaling of infantry health between different skill tiers. They're applique plates on top of the basic sneaking suit, which already provides damage reduction over basic fatigues. Assuming equivalent gear levels, the typical post-game supersoldier you find guarding FOBs is 1 or 2 shots with a full-caliber* sniper to neutralize in a sneaking suit, plus 1 more for the up-armor. They do the vidya thing where snipers do more damage than MGs in the same caliber, so we'll chalk that up to ammo. Cutting a lot of fast and loose number crunching, I roughly figure that the sneaking suit amounts to an Assault Vest but full-body with a bunch of Covert Ops or Ultra-Tech add-ons to make it thermal-regulated and less noisy, and the plates count as Trauma Plates, but again full-body. If we assume our rifle is running SLAP+P rounds over a base 7d damage, that gives us an average of about 10 damage per torso shot in the full armor, or 16 in the sneaking suit. Those roughly fit with the target number of shots for an all 10s baseline human, though ST, HP or Hard to Subdue purchases that throw that off fast.

*For some reason known only to Kojima, 7.62x51, x54 AND x39 are all interchangeable in the weapon customizer with no modifications to damage. That's not a noguns thing, 4 and Peace Walker got it right before. Doing it is basically required for FOBs, because shoving an AK mag into your custom Dragunov abomination also gives you 6 spares instead of 4 8-round mags.
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>>97788421
Make gun abominations was the most fun part of the game
>running around with a silenced automatic shotgun with a drum mag and underbarrel grenade launcher
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>>97788497
I mean, it's alright, but there's absolutely no match for the adrenaline rush jankfest that is FOB PVP.
https://www.youtube.com/watch?v=UAycvPd8omQ
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How could you give the humans a fighting chance in a Cowboys vs. Aliens scenario?
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>>97788833
make the aliens gay and retarded
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>>97788833
Like the other anon said, gay and retarded
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>>97788845
Did not expect UFOPORNOOO in my GURPS thread
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>back to bumping the thread from page 10
grim
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>>97793475
where is this from?
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>>97793475
Well, this thread got made pretty quick after the last one died. It didn't have much time to ferment.
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>>97793605
The Football (Pyramid vol. 3 iss. 112)
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Is there a good table or chart of ammunition in any of these books?
Its mainly acc, holdout, weight and such that comes from the firearm itself
and then the damage and range from the ammo type right?
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>>97794282
Technically in GURPS all of it comes from the weapon
The ammo tables only have cost and weight per shot
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>>97794282
GURPS Vehicles (for Third Edition) has pic related.
>Base damage = bore size * modifier for barrel length * modifier for propulsion (gunpowder, electromagnetic, or gravitic) * modifier for TL * modifier for gun power level
>Different ammo types can modify the base damage
But I don't know how applicable this is to Fourth Edition.
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>>97794509
So, for example, a gun with 9-millimeter bore can do anything from 2.7d (3d − 1) to 10.8d (10d − 1) depending on how long its barrel is. And then you can go all the way down to 0.675d (1d − 1) for a 9-mm gun with an extremely short barrel AND an extra-low-powered cartridge.
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>>97794509
>>97794545
>>97794461
Intredasting
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>>97794282
There isn't a table like that in the books, due to barrel length affecting both damage and range. You can make your own using Gun Stats though. It's pretty clear if you use that book that those two stats are ammo-specific.
3rd edition stats really don't line up with 4th edition ones, and the barrel length modifier in Vehicles is particularly bad at its job. Cartridges have limits to how much more velocity they can develop out of a barrel.
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>>97794602
The setting that I want to use the rules in, Deadlands, has a lot of different ammo types, every other firearm has proprietary ammunition. Then there's the different types of propellants, black powder, smokeless, Ghost Rock blended ammunition.
The general rule for Ghost Rock blended propellant seems to be +20% range +2 damage, the ghost steel for weapons and armor and such seems to be 20% lighter and 20% harder too.
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>>97795188
High Tech should provide most of that stuff
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>>97795297
Yeah, I've been relying on High Tech regularly.
That 3rd edition formula seems like it might be helpful though
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Got a friend who wants to use a flamethrower in a TL6-7 World war-esq game.
However, flamethrowers (and any sort of white-phosphorus) kinda sucks.
>WP/fragmentation damage barely penetrates armor
>being on fire is -2 and fright checks are nice, but it doesn't really kill.
>Flamethrowers themselves are heavy
>Can't reload
>easy to take cover from
>etc etc
Am I missing something or do we need to futz with things for this firebug? Tried looking into dragonbreath rounds too and that didn't seem useful either.
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>>97796166
Realistically they deal large-area injury and should deal that damage unless the target is completely sealed
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>>97796188
Like 2 burning damage across multiple body parts per second?
That'd be like 2 or 3 seconds until incapacitation or death for most human targets wouldn't it?
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>>97796196
Refer to High-Tech pg 178
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>>97796203
Large area attack (Averages DR of highest+lowest)
+
Unsealed armor only being 1/5 useful

basically means flamethrowers are basically bypassing most DR that you find on an average soldier. Pretty good

But why is WP so dogshit? Feels like with any decent armor you'll just be on fire forever with no penalty besides 'distracting'
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>>97796236
Generally speaking in modern times you won't have enough armor not to be hit by WP somewhere unarmored
>>
Do you just rule it hitting unarmored? I'm using the Large Area Attack rules (b400)
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>>97796236
there was a blog that detailed the rule about being set on fire to account for the fact that you'd be breathing air so hot your lungs would melt.
Something about how fire should also be a respiratory agent or something.
I can't find it though. It had an example of how long someone in cloth, light and heavy armor would survive when stuck in a firepit.
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>>97796236
https://x.com/afvrec_/status/2037590538908549459?s=46
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>>97796245
The hot frags hit locations instead of large area so you might get a frag somewhere that's not armored
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>>97796236
>>97796739
Basically, despite the memes, WP isn't really all that great at killing infantry. It is phenomenally good at dislodging them by making the area very unpleasant to be in. Part of the reason why using it that way starts getting into warcrime territory is because there's not really much of a reason to huck WP at them when you've probably got HE rounds for the same gun sitting right there next to your smoke rounds.
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>>97797410
Well the explosion should probably also follow the unsealed DR rules that flamethrowers do
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>>97796166
Well flame throwers are also absolutely terrifying and can cause routs.
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>>97797410
Isn't it however very effective at incapacitating? The fragments can't be put out so if they embed in your skin or clothes, the latter will catch fire and the former is excruciatingly painful as your flesh chars
>>
I had written down that one of the benefits of gunslinger was
>Fast-Firing: semiautomatic weapons can triple RoF! Choose your desired RoF and attack at a penalty equal to the RoF used.
But I have no idea where I got this from, it's not from gun fu and not from tactical shooting.
You'd think I made it up but I wouldn't write that "!" when describing anything so I'm pretty sure I copypasted this from somewhere.
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>>97799104
It seems unlikely that SJG would publish a different version of a well-established rule under the same name. Could you have copied someone else's house-rule?
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>>97798995
Part of it is time scale. It's easy to lose track of how fast GURPS runs because there's no processing lag outside of a very dedicated GM controlling how much information the players have. That clip is 18 rounds long from burst to when the camera breaks line of sight, so roughly 2 ticks of damage. At an average of 7, that's already on the borderline of Reeling, and another 40 seconds to go gets into death saves territory. The only thing I'd really add on is fright checks, which are rarely called for explicitly, in order to let the GM manage the tone, but I generally put the risk or reality of being set on fire in that category.
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>>97799104
High-Tech, page 84. The move from double to triple sounds like a house rule to change it from trigger spam to proper near-cyclic bump firing.
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>>97799274
>the one time I don't check the thumbnail to make sure that the image overwrote correctly
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>>97799248
>>97799274
>>97799282
I must have copied this house-rule from someone and forgot I guess.
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>>97799253
Honestly, major reason GURPS isn't my favorite system. 1 second turns is way too fast, especially in gun fights, but then again the most cumbersome of melee weapons attack every other turn so not even that slow, and your 20 turn fight is a measly 20 seconds of narrative time.

You can't even have a minute-long holdout without it taking ages since it's a whopping 60 turns, nevermind anything longer than that.
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>>97799584
Believe it or not, that's actually one of the points where Phoenix Command shines. Despite being able to granularize down to tenths of a second, it does have tools (hidden away in the vehicle combat system) to get all the way up to 8-second turns by coalescing things into squads. You have to swap back down the time scale for close assault, but you can actually run firefights outside of 100 yards range in a "reasonable" amount of time, especially when you also add on the rules for how long it takes to come up with and disseminate a plan, so you can move through a lot of time with just "check for who's winning the firefight, check for casualties, next turn".
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>>97799649
>>97799584
Just adapt the rules from starships 1 (has rules from 10 seconds to 10 minute turns) for ground combat. Starships 3 has tactical combat with hexes of 10miles to 10k miles.
Would unironically be pretty easy to do.
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>>97799700
This has already been done in Action 2's chase system.
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>>97799649
>Phoeshit cummand
Absolute meme. Just use Aces & Eights if you want tens of seconds combat

>>97799700
The thing is, one second turns are good for everything else. Picking up items, rummaging in backpacks, using levels and shit. I just think that attacks should take up multiple seconds. Or attacks are still one second, which makes sense, but with a base penalty unless you evaluate, with evaluate not being a single second. Yes, one second is a long time in many ways, but I struggle to believe that in the middle of a brawl or a gunfight you can assess stuff in just one second, or whip up a feint.
That's probably why it feels, to me, awkward to have one second turns. Awareness is instant, finding weak spots is instant, feints and flourishes are instant, and tactical shooting perception rules are a bit cumbersome.
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>>97799700
If the smaller 10 mile per 20 seconds scale isn't good enough (10 mile hex is a bit too large for walking characters); 1 mile hexes could work, according to the (probably wrong) napkin math I did, you more or less run 1 mile per 20 seconds per point of move.

>>97799782
Action chase uses abstract rounds which is "time enough for both sides to try something cool", I prefer to know exactly how long each round takes. Also it requires both sides to be in constant move, once someone stops you start the regular combat.
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>>97798995
>excruciatingly painful
GURPS pain status effects are a bit poorly defined
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>>97799801
>Absolute meme
A surprisingly playable meme once you've sat down and done it a couple times. The key is abstracting upwards as much as possible. You CAN work at 100ms increments, but the only time you NEED to go there is if two characters are shooting in a way that interacts within the same 500ms window, which only happens if they're doing it within the same 2-second window. It's much less rounds-based and more action-based, and then marking the timeline for when it resolves.

But, fair, it is still pretty intense. There's a reason why I'm in here talking about my group's lightweight alternative.
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>>97800708
PC problems aren't initiative or actions, it's everything else. Bloated mess of rules and needlessly complicated charts for firearms and combat. At least rollmaster is fun, PC is just boring and mistakes mind numbing charts and numbers for "realism"
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>>97800747
>basic skill
>aim time
>range
>stance
>visibility
>target size
>target movement
>convert from sum of modifiers to % hit chance
It's really quite simple at its core. The weapon charts only look intimidating because they have several points of reference for damage instead of the 1/2 damage cutoff of GURPS.
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>>97800863
Yes, needless granularity. I'm not trying to simulate a bullet in ten foot increments, nor elevation or width or whatever else. It's pointless bullshit. Gurps gun stats and its range/speed table are plenty enough.
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>>97800876
>Gurps gun stats and its range/speed table are plenty enough
FOR YOU
>>
Did yall see that in PU7 there is a little guidance about not allowing the same skill to be affected by both Talents and Wildcards? Did anyone here understand the logic? I read it and just felt like I was seeing a non-sequitur
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>>97799804
>according to the (probably wrong) napkin math I did, you more or less run 1 mile per 20 seconds per point of move.
That seems wrong. Move 1 for 20 seconds is 20 yards, while a mile is 1,760 yards.
One mile is also not nearly granular enough for infantry shooting ranges, being well beyond the accurate range of most small arms.
Something like 10-100 yards per hex seems reasonable for infantry. 20 yard hexes and 20 second turns keeps movement at about 1 hex per turn per point of Move (technically you can sprint faster than your Move in yards per second, but you will probably can't also sprint for 20 seconds repeatedly without losing FP).
Alternatively, you can assume that all attacks have three seconds of aiming / evaluating and make each turn 4 seconds and each hex 4 yards. That's about the spacing I would expect for infantry on a modern battlefield and conveniently makes everyone in one hex roughly in 'melee range' of each other. Four seconds is also enough time to reload most weapons. Big vehicles are still multi-hex figures at that scale though.
Ten yard hexes and ten second turns mesh nicely with decade-scale damage, require minimal math to convert speeds and ranges, and allow most things to fit into one hex. You should be able to fit at least a couple of 'long' actions (e.g. carefully aimed shooting, reloading) into such a turn, which seems to match what most players prefer (even though this preference makes no sense to me) and expect (many RPGs and dungeon-crawler board games favour 2-3 actions each turn).
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>>97798995
>excruciatingly painful as your flesh chars
Actually, deep burns are (apparently, not from personal experience) not nearly as bad as superficial ones in terms of pain. The pain receptors are concentrated in the outer layer of your skin, and once the nerves have literally been burned out, they can't send pain signals any more.
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>>97801659
I could make up a story about why they didn't want them to overlap, such as:
>Wildcards are meant to be simple, giving you a single number to use for everything, so adding a bonus to only some uses of it goes against the spirit of them, while a talent which simply added to a wildcard skill would be indistinguishable from a wildcard skill itself.
But the actual text doesn't really explain why Sean chose to do things that way. For all I know he just hates wildcards and wants to limit them as much as possible.
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>>97803099
>once the nerves have literally been burned out,
Yes, you pass out before you completely burn your receptors, it's not a fast process. That's like saying being burned alive isn't painful because eventually you destroy your nerves; you can test it out if you want, but I can assure you, the time before that happens is gonna be the most painful thing you've ever experienced.
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>>97803130
I stepped on a lego brick once, it can't be worse than that.
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>>97803130
Is that based on actual experience, or just assumptions? I've been told by multiple medical professionals, including those who have nursed people who literally set themselves on fire, that rapidly inflicted third-degree burns, of the kind inflicted by very hot metal fires, are 'relatively' painless (I guess that does still leave a lot of room for pain, since first-degree burns are very painful). But I've never personally treated anyone with one, nor spoken to someone who actually got a burn like that about it.
I'm also not sure how quickly WP would actually burn through flesh. It apparently burns at several thousand degrees. I've personally inflicted shallow, controlled burns on people with yellow-hot steel implements ('only' a few hundred degrees) and the skin basically just melted away like solder (in a very small area, couple of mm across). They reported that it was basically painless (albeit these were the kind of people who let someone brand them, so fairly extreme masochists with very high pain thresholds who would routinely do things like have several hundred needles inserted into their flesh and then pour alcohol over them).
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>>97803196
>fairly extreme masochists with very high pain thresholds who would routinely do things like have several hundred needles inserted into their flesh and then pour alcohol over them).
So that's what the Discord is for
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>>97803196
See, my father's friend got third degree burns by being set on fire, and it was only 18%. He said the pain was so agonizing, that if they hadn't sedated and buckled him, he'd have jumped off the helicopter. I'm am EMT myself, but I've so far not had to handle a burn victim beyond superficial first degrees, so no personal experience.

I would imagine that instant carbonization would be basically painless, yes, but that's hardly the case every time, especially not with WP. I think the issue is that it's painless after you got burned to a crisp, not during the process.
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>>97803092
>That seems wrong
I was basing on the conversion on starships but I realize now I was converting acceleration.
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>>97803106
yeah, that reason you provided kinda makes sense, even if I don't think those are exactly reasons not to use talents and wildcards, but the text just kinda says it is a bad idea and refuses to elaborate
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>>97804141
I could swear the explanation given somewhere (maybe in the forums?) was that talents and wildcards are two different ways of doing the same thing: allowing someone to get good at several skills cheaper, so they're not allowed to be work together for balance.

I think it's bullshit.
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>>97804214
yeah, if they are the same way to do the same thing that's just saying it's not very efficient to use both, not that it's unbalanced, I made some calculations and they are pretty equivalent, specially with some optional rules from PU3 and PU7
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>>97803451
Based purely on imagination, I would think that the actual chunk of WP would just melt straight through the skin like molten metal dropped on butter, possibly so fast that you don't even feel it. However, it would also conduct heat through the surrounding tissue, resulting in a much larger area of damaged but not destroyed meat, spreading relatively slowly, and that would hurt like crazy. There's also the possibility that clothing, skin, and molten body fat would catch fire, resulting in a relatively 'cool' flame over the surface where most pain receptors are, which would not destroy nerves fast enough to avoid agonising pain. So yeah, I think it would suck like crazy.
One interesting question is whether injuries like that hurt more than equivalent damage (HP loss, in GURPS terms) from other sources. How bad would having 18% of your skin shredded by lacerations be? How does it compare to a broken bone? I'm guessing that 1-2% of your surface area being stripped of skin is roughly 10% of your HP, since around 30% is potentially fatal without immediate medical assistance. So 18% would be enough to put you into negative HP, which I imagine is about the worst pain that most people will experience in their lives. Fortunately, few of us will experience multiple forms of horrific trauma, so it's hard to quantify which are worse.
Small 1st degree burns seem worse than small cuts. I'm inclined to think that burning, corrosion, and possibly crushing should have more severe pain effects than other damage types. Oddly, GURPS doesn't really support that as an option; the closest I can find is using Symptoms to add moderate, severe, or terrible pain. There's no way to modify shock penalties that I can see.
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>>97799782
>>97799804
>Also it requires both sides to be in constant move, once someone stops you start the regular combat.
The Dogfighting rules from Pyramid are based on the Chase rules. It shouldn't be *too* complicated to adapt them into a more general "Abstract Combat" system.
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>>97806589
NTA. How are the chase rules?

>>97803451
>I'm am EMT myself
That's a really harsh job, I'm sorry somebody has to do it.
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>>97799584
I reccomend adapting the lulls and flourishes rules from MA into other types of fights, in meeles it's pretty easy to justify lulls, maybe in gunfights you have some more problem though. Also I guess you could make each turn take a dice-definied number of seconds if you like this sort of thing
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>>97808360
A lot of gunfight stuff is awareness, communication and planning. Scanning for targets takes time, telling your team where the target is takes time, and then they have to spot it for themselves. If you wanted to start bullshitting rules together to slow it down more, Tac Shooting p 34 has rules for applying Fright checks to a firefight, and you could expand that to any situation where a character is trying to expose himself from cover, say adding a 1-second delay for each margin of failure to psych himself up, or require checks to remain out of cover.
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>why yes, my character has the On the Edge disadvantage with a self control number of 6, how can you tell?
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>>97808503
that's actually a pretty interesting idea, I gonna take a read at tactical shooting, maybe the rules for shooters and "meelers" could work differently, this would probably add some nice flair to the game
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>>97808687
If you really want to go ham with it, break out the stopwatch and time them when they're putting a plan together, and then make them stay in a holding pattern for that many rounds while their characters have the conversation before they execute.
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>>97808637
>OUT ON THE EDGE!
https://www.youtube.com/watch?v=b1rvOVc1xL8
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>>97808726
not gonna lie, sounds like a fun thing, I could meanwhile make the enemies make rolls, maybe make their plan taking be like 20-MoS of a tactics roll
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GURPS is perfect to play xianxia games because the meme
>it took a long time to describe but it happened in a few seconds
is true of every gurps fight

Also jokes aside, would it really be fun to have to spend a few turns doing nothing just to keep battle lengths realistic?
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What TLs does GURPS work best at? Does combat turn into rocket tag in the middle range where people use guns but not armor?
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>>97809503
TL 1-6 is the easiest to GM
TL 7-8 is fine but most GMs will have to bust out the cinematic rules and find the survivable firearms pyramid article if you want people to be able to take more than one shot.
TL 9+ you basically have to curate the gear list personally.

They needed to do a worked example of ultratech, like how they did action, monster hunter and dungeon fantasy
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>Bigger Scales for GURPS personal combat:
>10 yards per hex and 10 seconds per turn
>Ranged Attacks have double the rate of fire, and are assumed to include 3 seconds of aim, and have their RoF doubled (there's 2 seconds left there which are assumed to be spent acquiring targets and looking around to get battlefield awareness.);
>Melee attacks can now use RoF rules, and have a RoF of 2. They include 3 seconds of evaluate, plus a couple of seconds of positioning.
>Move 1 hex per point of basic move
Thoughts?
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>>97809503
Any mostly firearms age that isn't sci-fi, so 6-8
Melee is a bit clunky and the cracks start showing fast if you do a lot of melee combat in the game
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>>97810561
>Melee is a bit clunky and the cracks start showing fast if you do a lot of melee combat in the game
What cracks?
I've been playing mostly melee based campaigns for the last two years and I haven't noticed anything that wouldn't also apply to firearms combat (namely how easy it is to aim for the skull for the sweet x4 at skills 16+)
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>>97809951
>Thoughts?
My first thought would be why. But also capping melee RoF to 2 regardless of weapon or circumstance sounds unfairly limiting. You can pretty easily stab a good few times with a dagger for every swing of an axe for instance, so why cap it all to 2?
>>
Considering that High-Tech came out nearly 20 years ago, why hasn't there been a supplement with stats for modern weapons? All its supplements deal with TL 5 and 6 stuff.
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>>97809579
>They need to do a worked example of ultratech.
Doesn't GURPS already have multiple Ultra-Tech settings?
>Transhuman Space
>Reign of Steel
>Supers: IST
>Prime Directive
Plus, if you count out-of-print books:
>Planet of Adventure
>Uplift
>>
https://www.sjgames.com/gurps/news.html#22240
>GURPS Armor Design is in the pipeline
Pulver does it again!
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>>97810830
>capping melee RoF to 2
I didn't mean to cap it, since melee attacks have no RoF normally, they would get a starting RoF of 2. I'm not sure how to word it, maybe "your RoF would be then number of attacks you make per second times 2"?
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>>97810888
Transhuman Space is sovlful but it's also no combat setting, nothing combat related in it makes sense
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>>97810881
Tactical Shooting has a handful but even those are 2010s vintage now
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>>97810881
What new modern guns would you like to see stats for?
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>>97810881
Partially the reason behind the new Gun Stats book but frankly every single production gun since the release of High Tech is easy to make by adjusting stats found in the book and using information from online.
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>>97811267
ArmaLikes
>>
>Elf! Wildcard skill
>Represents the classic elf that can use weapons like a knight and magic like a wizard
>roll with IQ for any elven magic, any hidden knowledge roll related to elven knowledge, any camouflage check in a forest. Roll with DX with any instance of movement in a forest, and any usage of classic elven weapons like bow and longsword, as well as any weapon with "elven" in the name.
Am I missing anything to make this the Template Wildcard skill for a BECMI elf in GURPS?
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>>97811909
>Template Wildcard skill
What book is this from?

Without knowledge of "template wildcard skills", I will point out that several of the abilities you've listed do not appear to be listed for elves in the BECMI Rules Cyclopedia. They do appear to be listed for them in ACKS 2, though.
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>>97812100
Whoops, messed up my screencap.
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>>97812100
>Template Wildcard skill
Gurps power ups 7: Wildcard skills, page 17, 18 and a bit of 19
Summary
>Character templates, especially those describing high-powered roles, can be complex mazes of interdependent lists and choices. Wildcard skills offer a way to turn them back into the “quick-start” tools they were meant to be. The path is relatively straightforward – a template already has a high concept that’s easily adapted to a wildcard!

Also I'll be honest and admit I went with what I vaguely remembered what elves are supposed to do, I haven't read the BECMI books in ages.
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>>97811909
Seems over-broad, especially if 'elven magic' means spells. The problem with 'everything that elves are good at' is that category includes almost everything.
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>>97813348
Good point. How about I remove elven spells and just keep thaumatology when related to elven magic?
To identify, copy etc, but not casting it.
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>>97813421
Any reason to not just use Scout! and Wizard! if you are using those?
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>>97813456
Because using a single wildcard skill is already a heavy burden on the character, two is just too expensive. Also I'm trying to make template wildcards, which you are only meant to have one per character.
>>
I was searching for stats for troglodytes in gurps, and found this
https://enragedeggplant.blogspot.com/2019/08/monster-troglodyte.html

In the attack part, it says
>Stone Axe (12): swing 2d(0.5) cutting (RS: 2d-1(0.5)),
>RS: 2d-1
What is RS?
I know KYOS but not RS
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>>97809401
my players are into it at least, and they aren't doing nothing, they are debating philosophical questions with their mortal enemies! (or just insulting each other and trying to aura farm)
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>>97810881
The most meaningful development in smallarms was getting reflex sights small enough and strong enough to sit on top of a glock slide, basically.
>>
How to make GURPS less about bean counting?
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>>97814298
Wild card skills
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>>97814317
"Roll Adventure! for me-- okay, you successfully do the adventure."
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>>97814298
Grow fewer legumes.
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>>97814476
Before criticizing a system, first go read the rules. Your concern is noted and addressed in the books already, with a detailed explanation on how to prevent that exact situation from happening.
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>>97814603
>go read the rules
never
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>>97814298
For character points: pointless templates. See Pointless Slaying and Looting and Pointless Monster Hunting.
For languages: Languages, Culture, and the Common Tongue
For skill count: wildcard skills or skill trees.
For techniques: wildcard skills.
For dice rolling: This One Goes to Eleven.
For expendable supplies: Bullets, Beans, and Batteries from Action 2
Hit points: Conditional Injury
Fatigue: long-term fatigue from After the End
Gear in general: Schrödinger's Backpack
Money: Abstract Wealth
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>>97814633
Are you one of my players?
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>>97814773
Is there a pyramid article which cuts down the number of pyramid articles you need to cut down the system?
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>>97814778
Symbolically, yes
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>>97813720
Pretty sure it stands for "Revised Strength"
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>>97814790
In These Issues
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>>97814790
nigga just tell your players to only use the basic four characteristics and just use them for whatever skill checks you determine
you might as well be playing one of those rules lite monsterfucking games like monsterhearts or the like
>>
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I made an html page that lets me roll skills with the click of a button. It lets me roll faster than you can with dice. My realization about the skill system: it's not interesting when you always roll successes. A nice flow of success with an occasional failure is more interesting.
>>
April Fool's joke: GURPS Basic Set Fourth Edition "Reviseder" spreads one column over two pages.
>Yes, those who have had a chance to preview the coming Revised have marveled at how readable and gamer-friendly the two-column format is. So, logically, if two columns on one page is accessible and easy to read, then spreading a single column across two pages is even easier--makes sense, right?!
https://www.sjgames.com/ill/archive/2026-04-01
>>
>>97816052
>>
>>97816052
>>97816055
This is just sad
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>>97816230
It's not funny because the woke edition pretty much DOES look like that
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>>97814823
>Revised Strength
Ah, ok, thanks
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>>97813720
Reduced swing scaling
https://noschoolgrognard.blogspot.com/2013/04/adjusting-swing-damage-in-dungeon.html?m=1
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>>97816378
>https://noschoolgrognard.blogspot.com/2013/04/adjusting-swing-damage-in-dungeon.html?m=1
Oh, that makes more sense; thanks
>2013
>KYOS is from 2015
can't believe it took that long for gurps to have official sensible ST scaling.
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>>97816271
It does? I haven't looked at it because I didn't want to catch aids
>>
How do you survive being a berserker in dungeon fantasy?
Cause the moment you make an All-Out Attack any enemy is gonna telegraph a blow to your skull for x4 damage.
Also -10 seems way too low for a "will get you killed almost guaranteed" disadvantage.
>>
>>97820293
Have a decent self-control roll and try not to get into situations where you take enough damage to trigger Berserk.
Take lots of DR on your high-value hit locations, like the skull and vitals (generally worth it on your feet too, and maybe on your legs, since being immobilised is really bad for a berserker).
Enough basic speed, move, and reach to be striking first most of the time.
Use all-out-attack (feint) whenever you can, to make landing hits more likely.
Hope to put enough hurt onto each enemy to make them unable to retaliate effectively on their turn.
Have caster friends who are constantly buffing and healing you.
But yeah, it absolutely sucks as a disadvantage and is terrible value for the points it gives you.
>>
>>97820293
>>97820980
>>
>>97816271
How is it woke? Did they make that trans space setting the default?
>>
>>97821424
In the first pages it tells you that you cannot play GURPS if you're not a trans and Palestine ally
>>
>>97821720
No it's doesn't.
>>
>>97821736
It does THOUGH
>>
>>97821337
Oh this is an interesting ruling. Makes All-Out attack less of an suicidal move.
I think I'm gonna use that.
>>
>>97823028
>>97821337
>>97820980
In the same thread as this, Kromm also says
>No, it was thought out at great length. In fact, it was the subject of two hours of phone calls and a lot of playtesting. It's fine as it is. People might not like the fact that going fully on the offensive means you either kill your enemy or he kills you – and boy, he had better not have pals – but that's death for you. The real issue here is with Berserk, not All-Out Attack, and whether it's fair to get +4 all the time. I tend to agree that it isn't . . . personally, I think that switching Berserk to Committed Attack would be the fairest tweak.
Which I think is actually also a great ruling.
IMO either double the number of points berserk gives or change it to committed attack.
>>
>>97823062
Doesn’t the Elder Thing/Deep One (whatever its called) in the races book have IT (Homogenous)? It might be an option in Power Ups, if not.
>>
Is there a pyramid article with rules for cities and stuff like that?
Or did I imagine it?
>>
>>97823423
City Management (in Pyramid vol. 3 iss. 54)
See also the book City Stats.
>>
>>97821736
Uh... source? source for your claim please? do you have a source to back that up?
>>
>>97823062
Well my concern there is what concept is berserk meant to represent? If the idea is someone absolutely seeing red and trying to wail on the object or objects of their frustration with the intensity and temporary focus of an angry child, wouldn't all-out-attack be entirely reasonable?
>>
GURPS definitely has more flavored and functional NPCs than modern D&D.
>>
>>97823571
thanks!
>>
>>97823845
But the classic berserkers do use shields (biting the shield to hype yourself into a rage is one of the classic stories), and we never hear any stories about berserkers that just take hits without even trying to block or dodge.
And if we don't change berserk, a disadvantage that says "you will die in any combat where you are outnumbered 100% of the time" should cost more than -10 points.
>>
>>97823571
How do you people here know where any relevant Pyramid article is located at whenever somebody asks?
>>
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>>97824452
>>
>>97824281
Kill yourself puckee
>>
Is this possible:
>Rapid strike: Grab dude, then throw without letting go so he is now with his back to you and prone (assuming he failed the defense and then the throw contest)
>on his turn he uses his action to escape, and succeeds but since that was his action, he can't attempt to get up
>you can then stab him in the back with no defense since he is prone and with his back to you
>>
>>97825065
I think you're still allowed a step which can probably be taken as him rolling over onto his back. Also you can defend from an attack you strongly suspect is coming, just at a fairly stiff penalty. Also he can just turn his head to look through either his left eye or his right eye at the guy who just tossed him around.
>>
>>97825089
You're right now that I think about it. It would be a bit like a runaround attack, he knows where the enemy is so he should be able to attempt a defense.
>>
Which GURPS traits represent autism and ADHD?
>>
>>97825217
Both of those are catchall terms used by shrinks to bundle a bunch of different often unrelated things so they can push drugs.
So you'll have to be more specific with what you actually want to model.
>>
>>97824281
So there is a statted out version of this exact NPC (Or very close) in an official sourcebook?
>>
>>97825536
Oh, okay then they would be meta-traits, you know like "body of air" or "wild animal".
>>
>>97824452
Some guy called HTMLfaggot wrote a giant HTML document called "In These Issues" that compiles the "In This Issue" summary sections for literally all the issues in Pyramid volume 3. It's available in the trove.
>>
>>97825649
There can't be one, that's the point. Autism is used to describe everything from people who are passionate about niche topics to people who smash their skulls against walls and need to wear diapers because they can't use the toilet. It's a bullshit category. That's why you’re going to have to describe what actual qualities you want to model. "Autistic" is a meaningless term.
>>
>>97826177
You're a retard. Observe.

>Autism, [-25]
>>Stubbornness [-5]
>>Compulsive Overexplaining* [-5]
>>Mild Shyness [-5]
>>Clueless [-10]

And if you're OP
>>Decreased Intelligence 1 [-20]
>>
>>97826233
Where's being a completely incapable retard who needs to where diapers at age 27?
Also, you forgot Obsession (Trains).
>>
>>97823845
The issue is that GURPS is a turn based rpg and doesn't really represent how difficult it'd be to carefully aim for the head or even retaliate against someone foaming at the mouth and wailing in you, which would be quite overwhelming. Except AoA just gives you a +4 to your own hit chance and in turn you're completely defenseless. The opponent just parries or dodges your AoA and easily attacks back.

Ye olde zerkers had shields and defended themselves, they weren't completely careless and easily headshotted.
>>
>>97824281
>puckee spamming his commission again
https://www.reddit.com/r/ReasonableFantasy/comments/1s9p7et/vivienne_cruft_peasant_woman_by_dennis_fr%C3%B6hlich/
https://desuarchive.org/_/search/image/MZQ6oAeU30IPlBg_XUeEuA/
>4 times since April 2026
>>
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Since GURPS 4 doesn't have proper rules for vehicles, are the ones from 3rd edition still usable?
>>
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>>97827991
There's this document that lets you update 3rd characters to 4th but I don't know if that'll work for vehicles. Check it out.
>>
>>97821720
Has there even been a single GURPS supplement written by a woman, real or otherwise?
>>
>>97827991
Yes, converting to Fourth Edition is quite easy.
>>
>>97828360
GURPS Camelot and GURPS Robin Hood were both written by the same husband+wife team.
GURPS Scarlet Pimpernel was written by a different man+woman team.
GURPS Religion was written by TWO women.
Also, of course, Nikola "Nikki" Vrtis has approximately one zillion editing credits on GURPS books.
Insert joke about Michele Armellini.
>>
What's the best book to build robot PCs? Chance to change and upgrade parts is appreciated.
>>
>>97828672
GURPS Robots, duh.
>>
>>97828866
Isn't that for 3rd ed?
>>
>>97828906
See >>97828582
>>
>>97826738
Obsession (Public Transport) would be more fitting.
>>
>>97828360
There were a few 3e or maybe even 2e ones I remember looking through years ago. I found them to be pretty subpar.
>>
>>97827868
>Ye olde zerkers had shields and defended themselves
Classical berserkers were probably just dudes who psyched themselves up enough to do shit the average person thought was crazy, which helped intimidate enemies. It's probably not the same as GURPS Berserk, which is a lot more like a tard spergout.
>>
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How do i stat picrel into GURPS? I know there is Gun Stats but how would i stat the possibility of there being an injury by the recoil caused by this?
>>
So, what 3rd edition books are useless for 4th edition? I'd assume stuff that got a direct replacement like the tech books, Magic, Space, Fantasy (with Fantasy and Banestorm). Horror 4 is an update of Horror 3 which was significant change from Horror 2, so that one might have some uses.
>>
>>97833548
I think there's an anti-tank rifle in one of the books which has a chance of dealing damage to the user, so there is precedent. It's hard to make a general rules, because ST covers both strength needed to lift and aim the weapon and to manage its recoil, while Rcl isn't based on recoil force or even felt recoil, but instead by how much the gun throws its aim off when fired, so a high Rcl could mean a powerful gun or just a light-weight one. I think the best option might be if ST+Rcl exceeds some multiple (maybe 150%) of your ST, then damage might be possible, but the amount is hard to determine.
>>97833870
I think you've basically covered it. I believe everything in old Low-Tech and High-Tech now has 4th edition rules. Very little of Bio-Tech, Ultra-Tech and Steam-Tech remains 3rd ed only. Don't think there is anything in Magic which hasn't been replaced. Most of Compendium I is redundant. 3rd ed Horror is almost entirely replaced by 4th ed version + Madness Dossier. Fantasy doesn't seem to have anything not converted (but the extra supplements are still valid). Vast majority of other books still have at least some useable material. Even the Basic Set has the solo adventure.
>>
>>97834051
I know it's subjective, but how good are the 3rd edition books? I'm interested in the historical setting books, like Old West, Imperial Rome, and also Religion.
>>
>>97834051
>I think there's an anti-tank rifle in one of the books which has a chance of dealing damage to the user
The T-Gew 18 in High-Tech
>>
>>97834071
Considering that those books are highly recommended for non-Gurps games, go for it.
They are usually very well researched, with a high focus on what makes those settings and periods interesting for gaming.
>>
>>97777777
>>
Are there any GURPS supplements that help you generate the region and land of a world that your world building? Such as generation charts for natural resources and special resources and flora and fauna for different biomes?
>>
>>97834256
>I like the rapiers, I like the ogryns
Boom de-ahh-da
>>
>>97834327
No.
Years ago, Warehouse 23 carried a non–SJ Games book on that topic—A Magical Society: Ecology and Culture, from Expeditious Retreat Press. But it looks like that book now is available only on other storefronts.
https://store.paizo.com/a-magical-society-ecology-and-culture/
https://www.drivethrurpg.com/en/product/2019/a-magical-society-ecology-and-culture
>>
>>97834428
Guess I'll see how Gemini does making random gen charts then
>>
>>97834431
A Google search for the title reveals a pirated copy uploaded to 4chan.
>>
There's a lot of words on martial arts about reverse grip, let me see if I got it right
>reverse gripping a broadsword (reach 1 weapon)
>reach is now C vs front and side attacks
>+1 thrust, -2 or -1 per die swing
>parries have no penalty, but if you have brawling or karate you can parry with those skills at -1
>vs front and sides bonus to deceptive attacks and feints
>can attack with the pommel at -1 damage cr
>vs the rear only thrust atks
>>
>>97834428
I haven't bought anything on W23 in years anyway since my card info was stolen twice after shopping there
>>
I hope fourth revised does well.
>>
>>97839819
Yeah I too hope GURPS maintains its 0.5% of the market share too
Maybe that's too generous actually
>>
>>97839827
SJG is still one of the "bigger" gaming companies. Most of that is probably from Munchkin, though.
>>
>>97839833
Apparently GURPS specifically was 3% of the market in 1999. No mean feat I guess
>>
>>97835311
>parries have no penalty, but if you have brawling or karate you can parry with those skills at -1
No, normal weapon parries are at -2. Brawling and Karate parries are at -1.
Everything else seems to be correct.
Note that these rules seem OK for knives and tonfa, but are dubious for most other weapons. Swords are not balanced for use in one-handed reverse grips (should probably have a skill penalty, or increase ST) while spears shouldn't get reduced reach (one-handed spear use already assumes a large portion of the shaft behind the gripping hand) nor a bonus to deceptive attacks (if anything, a reversed grip with a spear makes your moves more obvious).
>>
>>97839819
I hope Mission X comes out at some point.
>>
>>97839838
Yeah well GURPS is 100% of the rpgs I like.
>>97839917
Mission X?
>>
>>97840021
I like more than one but GURPS is nice
It basically covers all bases
>>
>>97839865
>No, normal weapon parries are at -2. Brawling and Karate parries are at -1.
Oh ok, thanks for clarifying. The text is kind of confusing in that chapter, they mix a lot of real world information with the actual rules, I wish they'd just do
>explain what the real world use is like
>explain cinematic use
>now give the rules in a concise paragraph

>Note that these rules seem OK for knives and tonfa, but are dubious for most other weapons.
so you're saying that wielding my greatsword in inverted grip is not very practical?
>>
>>97840859
>so you're saying that wielding my greatsword in inverted grip is not very practical?
Actually, a greatsword is one of the few swords which should work OK in an inverted grip, but that's more like what GURPS calls a defensive grip, essentially using a sword as a spear.
>>
>>97841012
A defensive grip isn't a reverse grip, they're different. You're not holding a greatsword with one hand and the blade pointing down along your forearm
>>
Why did SJG release a bunch of Conan choose your own adventure for Gurps on Demand instead of some relevant books that already existed as proper PDFs, like Age of Napoleon or Vehicles?
>>
>>97845969
Probably something to do with licensing. I think the Conan stuff isn't yet in the public domain, so they may have had to act when the license holders were receptive to letting them do it rather than when it was best for SJG or the market.
>>
>>97846128
REH has been dead for 90 years, but I guess they also mentioned stories by other authors.
>>
>>97833548
I think the chance of injury would be less than you would think, and the video of this thing hitting the user's helmet was an instance of a crit fail, maybe one exacerbated by insufficient strength or unfamiliarity penalty to shooting.
>>
>>97848827
>maybe one exacerbated by insufficient strength or unfamiliarity penalty to shooting
It's a /k/ original and the guy who made it said he's an experienced big bore shooter
It just really kicks that much with no muzzle brake
>>
>>97848849
Yeah but being an experienced big bore shooter doesn't mean being experienced with the particular traits this pistol has, and IIRC he only struck his helmet the single time. Has it happened consistently since then, or has he adjusted his stance or his recoil control and overcame the issue?

>>97834051
>I think there's an anti-tank rifle in one of the books which has a chance of dealing damage to the use

>>97834091
>The T-Gew 18 in High-Tech


I did some googling around and it seems like the Tgewer breaking collar bones is more 110 year old fuddlore than it is fact. I've fired a Boys anti tank rifle which weighs about the same and should have close to the same recoil energy and while it was an experience, I don't think it was any more likely to harm me than a light hunting shotgun firing slugs.
>>
>>97848919
He put a brake on it which took away half the recoil
He wasn't even going to shoot it without but did it for the internet points
>>
>>97848919
>I've fired a Boys anti tank rifle which weighs about the same and should have close to the same recoil energy
It's a design question more than anything, I too have fired a 20mm L-39 but both the Boys and the Lahti have a buttpad and consequently it doesn't feel like much. Now put the steel buttplate of the Tankgewehr over your collarbone...
>>
honestly what kills gurps for me is how ass the basic book is organized. putting all the advantages and skills in alphabetical order was probably one of the biggest retarded mistakes ever done in a ttrpg.

probably like 95% of them will never be used so any new player will end up reading through a bunch of worthless shit to find advantages they will actually want. The simple fix is to just have a list of shit people will actually use in 90+% of campaigns then add a list with everything else at the end of the book.

also, the language around everything is terrible too. you can call a disadvantage a "trait" and "advantage". in GCS they are called "Traits" so idk how many times i have to explain to a new player who is trying to look for an advantage he wants to add that it's called a trait in their GCS.

The game is not complicated it's just organized by autists.
>>
>>97849203
>putting all the advantages and skills in alphabetical order was probably one of the biggest retarded mistakes ever done in a ttrpg.
Nah, that's fine
What is not fine is the two-book layout. When playing in person I can never remember which book we're supposed to be leafing through
>>
>>97849203
>>97849238
See this is why I never read the books and just absorbed the rules through playing.
>>
>>97849238
It's a little inconvenient but I don't see how you could get confused when the page numbers continue into the second book.
>>
>>97848965
True, though I've read Germans would carry pillows around to soften tgewer recoil, and I presume that isn't just fuddlore. People seem to claim the Boys also breaks collar bones which is something I don't find particularly likely either. And when you look at the size of the tgewer I'm not sure it's very feasible to see the sights while prone if you're bracing it against your collar bone in the way I imagine would be necessary to break it. Overall I think this is the same kind of soldierism fuddlore as a 50 cal round killing a person just by flying through the air nearby them.

Here's the quote from the High Tech book: "Its fearsome recoil broke the collarbone of many a German soldier"

I think it's plausible that the weapon could hurt a person if they were wholly unfamiliar with how it worked, but I don't believe it ever happened, and googling around for documentation showing it having happened is bringing me nothing at all either within military use or as a party gun in the US.

If anything, I would classify that rule in High Tech as Cinematic outside of special circumstances beyond what the book describes.
>>
>>97849327
>And when you look at the size of the tgewer I'm not sure it's very feasible to see the sights while prone if you're bracing it against your collar bone in the way I imagine would be necessary to break it.
Depends on the shooter I guess? I find myself on the receiving end of some nasty bruises regularly when shooting my Kar. 31 because the stock shape does not agree with me and it always ends up on my collarbone if I'm not careful
>>
I'm playing around with the Cutting Edge Armor Design (pyramid 3-85) and trying to recreate a DR 25 TL8 trauma plate that weighs 4lbs and protects the the front part of the torso seem impossible. Best I get is 9lbs.
>>
>>97849403
NTA. It's not about the rifle, but the shooter. The fearsome recoil of other 20mm AT or even 14.5mm would greatly bruise or even break bones if improperly braced. I mean, rifle grenades can and will injure the shooter if you don't brace the rifle on the ground like a mortar
>>
>>97849403
I think I misspoke on that, what I mean to say is the gun is so high off the ground with the bipods in use that I don't think it would be feasible to position it on your collar bone in a way that would concentrate the energy into your collar bone, like you would if you were prone with a normal sized rifle with a normal height bipod.

>would ... even break bones if improperly braced
Is there any documented example of that actually happening, or is it again a story of a theoretical potential told a thousand times before reaching us today?
>>
>>97849238
i dislike holding my players hand through character creation. people who come from other ttrpgs or even if they played gurps but not a lot before will do retarded shit like just not taking any non-combat skills or very limited amount of non-combat skills or they miss obvious skills or advantages they should take but dont realize it because they are noobs and in 2 sessions we have to change their character sheet

Such as if they are from the town of shitville and we start out campaign in shitville and they never ended up taking the area knowledge skill for shitville, so when they ask if there is a thief's guild in shitville we found out midsession they forgot to add the area knowledge skill which almost every character should have by default.

Maybe im just retarded and there is a secret book that organizes all the common traits that I could just hand to my characters but from to my knowledge this doesnt exist.
>>
>>97849479
Don't real life plates only protect the Chest location?
>>
>>97849502
Have you considered playing games designed for your IQ bracket? Maybe D&D?
>>
>>97849502
>area knowledge skill
Is something I hate almost as much as Cultural Familiarity
>>
>>97849504
Yes, and even when using that it still weights 10lbs, and for the front only. This doesn't cover back, abdomen or groin.
>>
Armor is heavy and gay, unless it's a big box on wheels
>>
>>97849541
have you played gurps before. 99% of campaigns i play in this happens. people end up modifying characters to add skills they forgot.
Combat Reflexes
Area knowledge
Swimming
etc.

this happens in almost every campaign i played in.
>>
>>97849557
The article is a decade old which explains everything
I mean the lightest NIJ III+ plate I could find now is 1.8 lbs. Just use miracle TL9 materials
>>
>>97849632
Yeah, I guess I'll just use some TL9 stuff. Also helps that I learned the ACTUAL surface area covered by ballistic plates is just 3.8 square feet and not 5.25 square feet like the article says.
>>
>>97849611
I'm starting to believe you're merely pretending to be retarded anon.
>>
>>97849652
you havent played gurps before
>>
>>97849611
>Swimming
Kek the bane of the GURPS adventurer
>>
>>97849661
>starting mech campaign
>surely I won't need swimming as I'm gonna be in space right
>campaign starts as the ship we start in falls into the ocean
I'm still not gonna spend points in swimming
I need those points for gunnery and piloting
>>
>>97849660

Here you go >>>97840429
>>
this talk about a swimming skill makes me think I'm in a Deus Ex thread
>>
>>97849808
I have had PCs without Swimming end up in water before (and had PCs with Swimming try to swim with armor on). The lesson is to respect bodies of water and the Swimming skill
>>
>>97849856
yeah a -4 default is not great
with the skill being easy it's definitely a no brainer if you got the spare points
>>
The lack of swimming skill doesn't mean the character can't swim so much as it means he can't swim well, or any better than the standard for his time and location. So in a casual pool party he's fine, but if he tries impressing somebody with his swimming ability or play a pool game or something he'd be rolling and probably failing. Crossing a deep river would be a real test, and doing it while carrying things will probably just lead to him losing the items or drowning.
>>
>>97850128
No, it genuinely means the character can't swim. People who can't swim die in pools all the time
>>
>>97849484
>>97849495
Whoops, meant to respond here.
>>
>>97850128
you need to roll for swimming every time you need to swim then repeat the roll every 5 mins.
>>
>>97850157
>No, it genuinely means the character can't swim.
It doesn't, and in GURPS 3e it was actually a disadvantage. During the transition from 3e to 4e SJG suggested considering not being able to swim a 1 point disad, or having Incompetence(Swimming), also for 1 point.

>>97850227
You do not need to roll to swim every 5 minutes at a pool party anon. There's some segment in some GURPS publication somewhere that talks about nuisance rolls and how you're not supposed to do that, just like you're not supposed to roll climb every time you climb into a tall pickup truck or roll accounting every time you double check the time and date on a receipt. The only reason they put that in is because some people have terminal autism and need to be told the obvious.
>>
>>97850271
>It doesn't
Does. Everyman Tasks in Pyramid 3/65 Alt. GURPS III gives you +4 for wading, not basic swimming. Treading water at a pool party is of course only -1 to HT if you didn't fall in, but your assertion is incorrect
>>
>>97850316
>Does. Everyman Tasks in Pyramid 3/65 Alt. GURPS III gives you +4 for wading, not basic swimming.
I'm not sure how that relates to my point that GURPS had a distinct "can't swim" disadvantage in the past, and explicitly recommended in published material that 4e users represent the same via a similar current disadvantage. That would pretty much prove that not having any points in Swimming isn't the same as not knowing how to swim at all, wouldn't it?
>>
>>97850271
i was giving the rules as written anon. obviously if the player has the swimming skill and was at a pool party i wouldn't make them roll. however, if they didnt have the swimming skill I would warn them they would have to stay in the shallow areas or hug the wall unless they want to do swimming rolls. Adds to the RP.
>>
>>97850369
>GURPS had a distinct "can't swim" disadvantage in the past
And does not have one now, and nothing in the Basic Set supports your claim
>>
>>97850424
In 3e Compendium 1, "Cannot Swim [-1]" was a special name for "Incompetence (Swimming) [-1]". In 4e, the special name was removed, but the disadvantage still exists.
>>
>>97850482
Incompetence is an entirely different animal, since you can't even LEARN the skill.
>>
>>97850157
>can't swim
>can't
Autism alert: wrong wording. If you can attempt at a default you can do it. You mean "are very bad at swimming". Rolling HT-4 sucks but you can still do it.
>>
>>97850505
I'm the main anon you're(?) arguing with and I agree incompetence is something of a poor substitute, but it is an officially recommended substitute.

>>97850424
>And does not have one now
Yeah it does
> and nothing in the Basic Set supports your claim
Do you think that GURPS doesn't have the Committed Attack maneuver because it's in the Martial Arts book instead of Basic?
>>
>>97850613
You are pretty much functionally incapable of swimming, I'd call that "can't swim"
>>
>>97850660
>Do you think that GURPS doesn't have the Committed Attack maneuver because it's in the Martial Arts book instead of Basic?
My games don't
And at any rate some random forum posts from 2004 don't have the kind of authority a published GURPS supplement does
>>
>>97850663
9.25% of succeeding in an adventuring situation is not that bad.
On a casual situation (which is most situations) you get a +4, so 50% of succeeding.
I wouldn't call that "can't swim".
>>
>>97850673
It is a published GURPS supplement anon.
>>
>>97850680
>On a casual situation (which is most situations) you get a +4
No.
>>
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>>97850708
>>
>>97850722
Does not and should not apply to untrained Swimming.
>>
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>>97850722
>>
>>97850726
Why should it apply to Swimming at all? You either know how to swim or you sink. Pyramid 3/65 is too generous in giving bonuses to default Driving too. People who truly work at default can't even start a car without stalling it.
>>
>>97850760
swimming at a pool of in the beach is a mundane task.
rolling without a single bonus is only for adventuring situations.

>People who truly work at default can't even start a car without stalling it.
Bro, plenty of people who have never driven a car before knows how to start it. Your idea of what "knowing something at default" means is completely off.
>>
>>97850760
>People who truly work at default can't even start a car without stalling it.
What? How would starting a car stall it? Maybe you're talking about manual transmission.
>>
>>97850787
>Maybe you're talking about manual transmission.
If you don't know how to drive stick, you don't know how to drive period
>>
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>>97850782
>swimming at a pool of in the beach is a mundane task.
>rolling without a single bonus is only for adventuring situations.
Pyramid 3/65:
I agree if you mean splashing around in the shallow end of the pool or shallow water at the beach, that's hardly swimming at all
>>
>>97850801
Okay, boomer.
>>
>>97850833
Lmao doesn't your picture agree though
>>
>>97850839
Familiarity penalties disappear after eight hours of practice.
>>
>>97850859
Enjoy your perpetual -1
>>
>>97850830
Anon, rolling without a bonus on mundane tasks is simply not how gurps work. Nothing in the text you quoted said they wouldn't get the +4 for mundane conditions.
Wading in mundane situations would be +8.
>>
>>97850875
You don't have driving 13 thoughever. 13 is professional level.
>>
>>97850885
While I don't disagree, that article is specifically about bonuses to skills trained and untrained in mundane situations
Proper swimming is simply not listed, because it should not receive a bonus.
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>>97850888
I don't, but I know and am friends with a few professional drivers, all of whom drive stick exclusively.
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>>97850902
Swimming is a mundane task, and thus gets a +4. Just because the article doesn't list every single skill that would get a bonus doesn't mean the basic rules about task difficult stop applying. task difficulty applies to every skill.
Swimming in a pool, even a deep pool is not "in adventuring conditions" no matter how you rationalize it.

Unless you actually put a -1 to -4 on every single swimming roll when you are running a game, it makes no sense that a guy trying to cross a river while in a hurry is rolling the same task difficulty as an person swimming in the deep part of the public pool.
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>>97850945
>it makes no sense that a guy trying to cross a river while in a hurry is rolling the same task difficulty as an person swimming in the deep part of the public pool
Correct, the river crosser gets an additional -3.
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>>97850833
So how would this rule interact with some newer automatic transmissions that you can override and shift manually? I’ve got a Sonata that I can do that with, although I am admittedly not a professional driver in any capacity. (I can both drive and ride manuals, though).
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>>97850945
>Just because the article doesn't list every single skill that would get a bonus
I'm surprised they listed wading because I wouldn't require any sort of roll for wading. I still disagree about Swimming - you want to swim, learn the damn skill!
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>>97850956
-3
>VERY UNFAVORABLE
>stressful tasks that would challenge a professional
>crossing a river
>a stressful task that would challenge a pro
>a driving roll in a high speed car chase on a busy free way
>crossing a river is as hard as a high speed car chase on a busy free way.
Ok so you have no idea about how to apply task difficulty to skills. That or you are being purposefully obtuse. Impossible to tell on /tg/ these days.

>>97850973
Swimming has a default so it can be done without points. And for simple situations like pool swimming, you don't need any points according to gurps rules.
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>>97850973
>I'm surprised they listed wading because I wouldn't require any sort of roll for wading.
There are adventuring situations (like fighting) that would require a roll for wading. You're right that you wouldn't need a roll on trivial situations, you'd just give a +10 or not ask for the roll in the first place.
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>>97850982
If there's a strong current it can be -3 easy
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>>97850987
>There are adventuring situations (like fighting) that would require a roll for wading.
Maybe, but I would make it a DX roll at best, not Swimming. The biggest hazard is tripping over something or stepping into mud and I think that's covered by DX
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>>97850994
>strong current
unless we're talking rapids leading to a waterfall, it's still not as hard as a high speed chase in a busy free way.
And the comparison was a regular river not a fast river.
Seriously, you think that people fail at swimming in a deep pool 50% of the time? (DX 10 with 1 point in the skill) Or that the average person is has 16 in swimming?
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>>97851016
No. I think Swimming should be pretty binary in that you don't benefit from mundane task bonuses without the skill, while even with 1 point in it you should.
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>>97851044
That's fine if you wanna house-rule it that way, but that's not how gurps works.
If it has a default it benefits from the mundane tasks bonus, like every other skill.

Even thinking about it logically, it's also nonsense to think that learning to swim on a calm pool is just as difficult as learning to swim under adventuring conditions.
>>
didn't expect to make the thread blow up over swimming of all things lol
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>>97851051
It's nonsense to think that people who don't know how to swim can magically stay afloat just because
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Why doesn't GURPS come out with a comic book to explain the rules to players? Not everyone wants to read a chapterbook just to run
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>>97851396
>chapterbook
i_understood_that_reference.apng
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>>97766613
What books do I need to run a Sci Fi setting of my own creation? It will have FTL and about anything you can imagine in Sci Fi.
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>>97851596
>It will have FTL and about anything you can imagine in Sci Fi.
AI sexbots?
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>>97851596
In theory, you can run virtually any setting using just the Basic Set, Powers, and the appropriate -Tech book(s).
On the other hand, almost any supplement can prove useful for a true 'kitchen-sink' SF setting like 40k, Star-Trek, or Futurama, where things like supernatural powers, time-travel, divergent technology, bizarre life-forms, and so on are common.
A 'middle ground' would be something like Basic Set, Powers, High-Tech, Ultra-Tech, Space, Future History, and the Spaceships series.
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>>97851629
Transhuman Space basically has that already, so it's very doable in GURPS
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Why does Gurps have so many books based on novel series and IPs, many of them obscure.
If you only have one editor, don't waste his time on stuff like Mars Attacks or Voronoi Saga.
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>>97852413
My guess is the idea was it was a way to get people in the door, so to speak. Ways to get GURPS players that they wouldn't have at all otherwise, and the percentage of those people who would then go on to buy other GURPS products. Hell, even just getting more non-paying GURPS players would be good, because the more people playing the more people they'll bring in, and the more new people coming in the more people there are buying books.
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>>97850760
I would consider myself as someone who defaults at swimming but even I can stay afloat and swim painfully slow. The issue is that being as bad as swimming as I am, I get tired super fast.
Thinking you'd quickly and instantly drown is cartoon logic, majority of people in instinctually know how to pump their arms and legs to float in water, albeit very inefficiently unlike good swimmers.

I also don't get the hate against incompetence being a poor substitute. Just buy it off when you want to learn swimming.
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>>97852442
But aren't those IPs to obscure to generate significant interest?
Discworld might be large, but it doesn't really work as an RPG setting. So fans of the novels might end up buying the book, but I doubt they'll play the game.
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>>97851070
I guarantee there are plenty of people who jump into the water for the first time and manage to start swimming right away. You just don't understand what "having a point in a skill" means.
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>>97852517
Yes, but non-obscure properties cost licensing money.
Obviously the Outsider sourcebook will save GURPS.
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Call me when GURPS Corruption of Champions comes out.
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>>97852999
Well, we did get Gurps Furries after all.
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>>97852999
Gurps Sex already exists
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>>97852413
Cheaper to buy the rights and the editors probably have knowledge about them since they are old nerds.
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>>97852946
Yeah and there have been entire families that have drowned one after another in entirely non-threatening bodies of water too
PCs functionally cannot swim if they have no Swimming skill.
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>>97853244
And that works perfectly within the GURPS framework
>HT-4 +4
That's a 50% chance of fucking up and drowning if you don't have a single point.
If you literally could not do it at all or you didn't have that +4 from mundane, people would have to be rescued every time they accidentally went to the deep part of the pool, which is ridiculous.
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>>97853065
*GURPS Sex and Pregnancy
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>>97852413
>Voronoi Saga
kek
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>>97853323
>people would have to be rescued every time they accidentally went to the deep part of the pool, which is ridiculous.
Swimming doesn't actually say that you stop moving if you fail your roll, so you could plausibly get out of the pool with only 1 FP lost
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>>97853983
1FP lost is a big deal. It meant the person was flaling desperately enough to get meaninfully exhausted.
And that just isn't the case for 90% (HT-4) of people entering a deep pool for the first time without knowing how to swim.
The fact that some people are just able to jump in and start swimming from the start means that you can attempt at default, so that point can't be true in your argument.
The other part that you don't get bonuses doesn't make much sense, it implies that someone jumping into a calm, placid deep pool that is perfectly clear has the same chance of drowning as jumping into murky water in a regular river.

Wherever you put the -4 swimming check, the +0 swimming check, the +2 swimming check and the +4 swimming check has to be the same for both someone with a point an someone without a point.
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400+ posts for GURPS 4e
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>>97854255
The real problem is that GURPS is not granular enough to differentiate between a person who can dog-paddle for 50 metres and Weissmüller
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>>97854649
?
Wessmuller would obviously be at least 13 (professional) level in swimming, while a noob would be rolling at default.
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I want to create a new system for spaceships that is just straight up more dHP.
Like +10% more dHP per system used.
But I'm not sure how to price it. Make just copy armor prices?
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>>97854786
The hyperbole was intentional
But 5 minutes between rolls is too much without a single point in the skill, that's 300 yards. No way that's representative of non-swimmers even if it's in a pool.
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>>97855048
This is probably more for playability. Imagine rolling every second.
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>>97855084
I'd take one minute without the skill and five with the skill, that strikes me as more realistic.
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>>97855040
I'd treat +10% HP as roughly equivalent to armor which provides DR around 4% of your HP, just based on the relative points cost of HP and DR.
The closest armor material to that is steel. This also implies that you could get a 15% boost at light alloy prices, 30% more with nanocomposite, etc. which seems fair.
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>>97855149
This seems perfect, thanks!
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>>97852413

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