LatwPIAT posted:Firearm damage in GURPS is proportional to the square root of the kinetic energy of the bullet. Different authors use slightly different formulas; here's one by Douglas Cole, which is fairly similar but not identical to the one used by H.C. Vortisch for High Tech. That may be usable; I think damage and DR remained the same through the 4e change. Let me see what I can do with that.
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# ? Oct 3, 2014 06:12 |
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# ? Jun 1, 2024 21:04 |
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Still just spitballing for the survival/colony sci-fi game, but if I wanted rugged characters with a good range of skills and points left over to buy powers (mainly genetic homo superior templates around the 40-60 pt range, but also cybernetics and the like), what would be a good amount of character points? 300?
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# ? Oct 3, 2014 13:49 |
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Maybe a little high depending on how capable you want people to be, but powers can ramp up point usage quickly. You could start a little lower (250?) and be generous with points after some play once people get used to their characters and consider what will round then out.
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# ? Oct 3, 2014 14:41 |
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I just tried a run with a character assistant, and even getting 10-15 skills without buffing them, as well as some stat increases and a 49pt genesplice template, took me well above 200. 250 is probably fitting.
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# ? Oct 3, 2014 15:17 |
Okay, let's see if I can get this math done for a 9mm traumatic pistol (firing rubber bullets) and a theoretical energy output of 70 joules, supposedly the highest end for the replica pistols. Xsect equals π×(Bore^2)/4 = π×(.009m)^2/4 = 0.00006359 square meters Damage (points) = sqrt(KE^1.04/Xsect^0.314)/13.3926 = sqrt(70^1.04/0.00006359^0.314)/13.3926 sqrt(82.966/0.0481)/13.3926 = sqrt(1724.864)/13.3926 = 41.531/13.3926 = 3.10 average points of damage Assuming I did this and converted to dice right ("Convert this value to dice by dividing by 3.5 and converting the remainder to "adds" by taking the decimal remainder, multiplying by 3.5, and dropping all fractions"), that gives this 1d crushing damage. Maybe 1d-1 because it comes out to something like 0.88? chitoryu12 fucked around with this message at 18:20 on Oct 3, 2014 |
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# ? Oct 3, 2014 16:38 |
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Sound like the setting is different but Psionic Powers (I think) has a section on point levels given the assumption of how much of a character sheet will consist of 'powers'. Wish I had it handy.
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# ? Oct 3, 2014 16:59 |
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Tias posted:Still just spitballing for the survival/colony sci-fi game, but if I wanted rugged characters with a good range of skills and points left over to buy powers (mainly genetic homo superior templates around the 40-60 pt range, but also cybernetics and the like), what would be a good amount of character points? 300? Cybernetics and genemods can crank up point costs pretty quick, so 300 isn't an unreasonable number if you want people to be more capable than most. When character creation is done, everyone should have 15+ in two or three skills (at least) that are their niche. Less than that and you can't really shine when it's your spotlight time. That can serve as a good rough guide to if everyone has enough points.
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# ? Oct 3, 2014 17:12 |
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Ultratech lists cybernetics as both dollar cost and "Accessory [pointcost]", but I can't find an accessory advantage in the list. Does this just mean that this cybernetic can be taken at character creation, with [point cost] being the cost in Character Points?
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# ? Oct 4, 2014 21:42 |
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Accessory is a Perk. It costs 1 point and provides some small advantage not covered by other Advantages, like "I have a vacuum cleaner in my arm" for a robot. For example, Two Bionic Eyes have "Accessory (Video Display)" which means the bionic eyes have a video display, which just costs you 1 point towards the total cost of the implant because it's not all that powerful. The full point-cost of the implant is in italics at the end of the Statistics list.
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# ? Oct 4, 2014 23:34 |
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Tias posted:Ultratech lists cybernetics as both dollar cost and "Accessory [pointcost]", but I can't find an accessory advantage in the list. Does this just mean that this cybernetic can be taken at character creation, with [point cost] being the cost in Character Points? All things are up to your GM, but typically, you pay CP, but not money, at character creation for cybernetics. (See Basic Set p. 294)
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# ? Oct 6, 2014 12:36 |
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First batch of characters made today for the Rimworld/Survival style sci-fi game. We're playing in the initial third of the Orion's Arm setting timeline. Our intrepid heroes have been sent by a small corp to colonize some part of the unexplored cosmos, but (unbeknownst to them), they're going to break up and crash on an already settled and hostile world. First character is a slightly irresponsible, but rather action-heroesque provolved grey african parrot, who plays the role of scout and ranger. So far so good. The next character is a somewhat effete and decadent scientist with knowledge in a variety of TL10 fields.. who, wait for it, has built a housekeeping/carpentry robot with issues. Our majordomo 'vec has poor empathy, and is jealous of humans for being emotionally superiour to him. All 3 have taken Philosophy to better ponder the existence of low-sapient life forms in the galaxy. Since the robot has taken Reprogrammable, they voiced their fears that Dr. Dandy would decide he had enough of Carpenterbots whiny poo poo and reprogram him into a toaster, forcing Carpenterbot to murder him with a powered hand plane. They get Rimworld! I'm so proud of them! Tias fucked around with this message at 14:01 on Oct 9, 2014 |
# ? Oct 8, 2014 22:19 |
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chitoryu12 posted:You think GURPS is a good system for something based on the STALKER computer games? I feel like the setting is ripe for expansion and has too much potential to be constrained to video games, and a tabletop RPG fits its style perfectly. I actually did exactly this, the players loved it but it was super stressful on the GM side. Combat has a lot of detail if you want it to but it usually ends up pretty short and players rarely get out of it without a couple scars, which is cool. I had a player get his feet bitten off by snorks and he replaced it with a peg.
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# ? Oct 8, 2014 22:42 |
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Hey folks! Bumping this thread to ask for some advice. I'm going to be running GURPS Dungeon Fantasy this Thursday for some friends. Are there any player aids, like a list of combat moves they can do or quick rule summaries or anything like that that I could print out for people? Also any tips for running the game? This'll be the first time playing GURPS for any of us.
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# ? Dec 9, 2014 00:16 |
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GURPS Combat Cards (free on Warehouse23) would be a good idea, I bet. The GM screen has some good info, I don't know why it's a $5 GM's screen instead of a free supp or a copyable section of the main book. Just be aware some players may laugh and quit when seeing the cover.
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# ? Dec 9, 2014 00:46 |
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A dude with an enchanted blunderbus getting ready to shoot at a swarm of pterodactyl-nazis? What's not to love?
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# ? Dec 10, 2014 09:02 |
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Twobirds posted:The GM screen has some good info, I don't know why it's a $5 GM's screen instead of a free supp or a copyable section of the main book. Just be aware some players may laugh and quit when seeing the cover.
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# ? Dec 10, 2014 13:45 |
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I'm sorry if this has been covered, but is there some sort of cheat sheet for GURPS rules, or at least for combat? I'm running my first GURPS game soon, a light-hearted WW2 romp that will probably only really use a couple of extra combat rules, but it'd be cool with some reference tools as I'm completely green.
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# ? Jan 10, 2015 17:33 |
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Dunno if it's exactly what you're looking for, but I made something along those lines for my personal use way back when. There's a crib sheet with a bunch of combat notes, and a sheet with all the different (standard) combat manoeuvres. Both linked from here: http://www.steampunkrobot.com/
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# ? Jan 10, 2015 17:37 |
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That is more or less exactly what I'm looking for <3 Thanks!
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# ? Jan 10, 2015 18:28 |
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Tias posted:That is more or less exactly what I'm looking for <3 Thanks! You'll have to tell us how it goes. I've been wanting to do a GURPS WW2 or WW1 game for a long damned time.
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# ? Jan 10, 2015 20:08 |
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Sure! Our poor heroes are Romanian soldiers on the defense in 1943 It's going to be really lovely, but hopefully also a lot of fun!
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# ? Jan 10, 2015 20:54 |
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Are you doing it straight out of 3rd Edition, or converting to 4th? I've been using these for a local game, and it definitely comes in handy.
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# ? Jan 11, 2015 03:48 |
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We'd like to do it in 4th I guess. E: poo poo, that's a good point. How do I upgrade the weapons from the 3rd ed books to 4th ed? Tias fucked around with this message at 13:58 on Jan 11, 2015 |
# ? Jan 11, 2015 13:20 |
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I'd think the 4th book High Tech has basically enough weaponry and equipment that you wouldn't need to do any conversion. It certainly covers WW2 era gear.
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# ? Jan 11, 2015 17:55 |
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headlor posted:I'd think the 4th book High Tech has basically enough weaponry and equipment that you wouldn't need to do any conversion. It certainly covers WW2 era gear. This guy is correct. Unless you get into wacky poo poo like Grease Guns or FG42s. then 4e High Tech will have everything you need.
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# ? Jan 11, 2015 18:04 |
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Beardless posted:This guy is correct. Unless you get into wacky poo poo like Grease Guns or FG42s. then 4e High Tech will have everything you need. FG42, High Tech page 115, top left of page. Grease Gun, High Tech, page 125, middle left of page.
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# ? Jan 11, 2015 18:27 |
Someone did a huge weapons table on every World War II weapon they could think of. I'm trying to find where it was.
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# ? Jan 11, 2015 18:37 |
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LatwPIAT posted:FG42, High Tech page 115, top left of page. Clearly I haven't read through High Tech in a while.
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# ? Jan 11, 2015 19:47 |
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chitoryu12 posted:Someone did a huge weapons table on every World War II weapon they could think of. I'm trying to find where it was. Could this be it? http://wiki.rpg.net/index.php/GURPS_Weapons
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# ? Jan 12, 2015 23:42 |
Grand Prize Winner posted:Could this be it? I think that was it. I saw it reprinted on another website, and only the WW2 stuff.
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# ? Jan 13, 2015 02:47 |
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The big problem I see with running GURPS WWII from third edition in Fourth is vehicles. Fourth edition doesn't have much in the way of stats for vehicles. Unless someone has a link of GURPS vehicles, anyone running a WWII game with vehicles has to convert vehicles from 3rd edition.
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# ? Jan 14, 2015 19:53 |
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How hard would it be to just knock the 3e vehicles system into 4e GURPS? From my limited read of 3e vehicles rules it seems like the only way the PCs' stats interact with the vehicles are through their driving/piloting and repair skills.
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# ? Jan 14, 2015 23:47 |
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Grand Prize Winner posted:How hard would it be to just knock the 3e vehicles system into 4e GURPS? From my limited read of 3e vehicles rules it seems like the only way the PCs' stats interact with the vehicles are through their driving/piloting and repair skills. The famously complicated 3e vehicle rules? I wouldn't bother personally. Oh yeah, also the High Tech books has WW2 vehicles in it. Not an exhaustive list, but certainly enough to act as a guide.
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# ? Jan 15, 2015 18:44 |
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headlor posted:The famously complicated 3e vehicle rules? I wouldn't bother personally. since this is GURPS, couldn't you basically just grab the real-world stats and fairly easily translate them to in-game stuff?Like for a tiger, take front/side/rear armour values, look up a convenient chart GURPS is sure to have on the DR of steel plate, get a rough idea of what the gun does from what other tank guns/AT guns/whatever do, and voila, you've got a tank that has enough stats to serve as a badguy?
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# ? Jan 15, 2015 19:03 |
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headlor posted:The famously complicated 3e vehicle rules? I wouldn't bother personally. Why would anyone bother using the 3e vehicles rules for converting the stats from GURPS WWII to 4e? Take the vehicle stats listed in GURPS WWII and convert those stats to comparable stats in 4e. However, if you aren't interested in doing the work High Tech does have some vehicles, like Headlor said, Medium tank, Medium propeller fighter, medium truck and a jeep. If you want something like a half track, then you'd probably want to convert it from 3rd to 4th edition.
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# ? Jan 15, 2015 20:17 |
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I don't have the time/schedule to play games regularly, so what I've been doing all January is just running oneshots of various systems. I wanted to give GURPS a try next, so I have a couple of questions: 1. is it even a good idea to try and run this as a oneshot? I can do something like a 4-hour session, but I don't really know how long character creation would really take, whether with newbies or experienced hands. 2. I want to let the players create their characters instead of using premades as much as possible because that's one of GURPS strengths. Any particular guidelines to it? I'm especially thinking about putting a limit on how many points they can spend on the basic attributes so that they always have enough left over for skills. I was thinking a 150-point game. 3. any settings or adventures particularly well suited to just working off of the GURPS Lite rules? I don't want to assume that the players will have any of the books since my games are just recruiting random people off the internet. I was thinking of a D-Day/Omaha Beach thing with getting off the beach, then getting up the cliffs, then clearing out the bunkers. Simple, straightforward mission that's going to be very familiar with a lot of people and also I'm getting just a little tired of doing D&D Fantasy, but I'm willing to change the setting to something else. I think asking the players "where do you want to go today?" might be a little too open-ended.
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# ? Jan 31, 2015 06:20 |
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gradenko_2000 posted:I don't have the time/schedule to play games regularly, so what I've been doing all January is just running oneshots of various systems. I wanted to give GURPS a try next, so I have a couple of questions: WW2 is probably one of the area best suited for a One-shot, as it has a good range of templates. GURPS WW2 was published back in third edition, but someone on the GURPS forumes updated them to 4th Edition. PM me. Edit: If at all possible, even if you use templates, try to do character creation before hand. It is definitely time-consuming. My advice would be to tell your players to go with the Rifleman template, and give them 10 or 20 points to add stuff. I think that Omaha Beach would suit a one-shot well, because you can really showcase just how lethal GURPS combat can get. When one of the PC's characters eats a burst from a MG42, just have him take control of another doughboy. Beardless fucked around with this message at 06:42 on Jan 31, 2015 |
# ? Jan 31, 2015 06:39 |
quote:1. is it even a good idea to try and run this as a oneshot? I can do something like a 4-hour session, but I don't really know how long character creation would really take, whether with newbies or experienced hands. If you have templates, character creation is fairly easy because it provides quick guidelines on what makes sense. I'd still set aside an hour or two to get everyone created if they're new to the system; I can make a character from scratch in an hour. Tactical Shooting is a great book for this, since it provides several generic templates for various gunfighter types. quote:3. any settings or adventures particularly well suited to just working off of the GURPS Lite rules? I don't want to assume that the players will have any of the books since my games are just recruiting random people off the internet. WW2 always works, since everyone generally knows how it goes and there's tons of already existing weapons if you look through Pulp Guns and High-Tech.
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# ? Jan 31, 2015 06:43 |
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chitoryu12 posted:If you have templates, character creation is fairly easy because it provides quick guidelines on what makes sense. I'd still set aside an hour or two to get everyone created if they're new to the system; I can make a character from scratch in an hour. Tactical Shooting is a great book for this, since it provides several generic templates for various gunfighter types. I'd avoid Tactical shooting stuff. For people who are new to GURPS you'd want to streamline it as much as possible. Like I said, the Templates from GURPS WW2 have been updated to 4e. The conversions are openly available, so I don't think it'd be to post them. You'll want to look at the Rifleman template. Edit: The Rifleman template in 4e is 75 points. For your purposes, I'd probably have the players use the template, and then give them an additional 25 points to bump them up. Beardless fucked around with this message at 06:52 on Jan 31, 2015 |
# ? Jan 31, 2015 06:48 |
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# ? Jun 1, 2024 21:04 |
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gradenko_2000 posted:I don't have the time/schedule to play games regularly, so what I've been doing all January is just running oneshots of various systems. I wanted to give GURPS a try next, so I have a couple of questions: A one shot works great if you have premades. Make a few more than you have players, and it's goddamned fantastic. My only experience running GURPS was a one shot, and it worked extremely well, to the point where one of the member of my group is considering running GURPS once we have time to get together again. quote:2. I want to let the players create their characters instead of using premades as much as possible because that's one of GURPS strengths. Any particular guidelines to it? I'm especially thinking about putting a limit on how many points they can spend on the basic attributes so that they always have enough left over for skills. I was thinking a 150-point game. Yeah, by all means, it's fully playable with just Lite. 150 point characters is actually what I ran. If you add some weapons options from High Power(Garands, Enfields, BARs, whatever else) it'll fit even better. The weapons rules, at their heart, are simple enough to work fine for beginning players. GURPSLite will work perfectly for that. [/quote]3. any settings or adventures particularly well suited to just working off of the GURPS Lite rules? I don't want to assume that the players will have any of the books since my games are just recruiting random people off the internet. Virtually anything you want can be run, within reason, with just Lite for your players. Anything else is pretty much a bonus, or optional. They're normally very well written though, and very good resources. As GM, the core book is highly advisable though, as is High Tech(with is basically TFR: the table top book). quote:I was thinking of a D-Day/Omaha Beach thing with getting off the beach, then getting up the cliffs, then clearing out the bunkers. Simple, straightforward mission that's going to be very familiar with a lot of people and also I'm getting just a little tired of doing D&D Fantasy, but I'm willing to change the setting to something else. I think asking the players "where do you want to go today?" might be a little too open-ended. The WW2 idea is very, very solid. It's simple, gives plenty of room for various skills, lots of challenges, and spaces where any of the weapons or history nerds in your group can thrive. If someone wants to try some social stuff, there's also chances at interrogations, requisitioning more supplies, or just direct some shell-shocked privates to get out of their goddamned hole and attack. It's highly advisable to have a specific planned idea though. Some people can wing it with GURPS, but it's not easy unless you're damned solid on the system first.
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# ? Jan 31, 2015 07:00 |