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05:04, 19th April 2024 (GMT+0)

Game fixes, Version 001.

Posted by GMFor group 0
GM
GM, 199 posts
Tue 4 Dec 2018
at 11:43
  • msg #1

Game fixes, Version 001

Ok Kerrick. You're getting some skills and attributes nerfed...  sorry about that.

First and foremost, your DR is going down to 2. I found the table for all the armor stats directly from GURPS Lite, and all in-game armor will be changed to reflect that.

Next is your axe. 32 CP takes your axe skill up to 15 (DX + 5). Axe skill is a Physical Average skill.

I'm sure there are other things that will change down the road, but for now, these are the changes. I've fixed your character sheet.

Since I've had to change these, please add 10 CP to your sheet.
This message was last edited by the GM at 19:46, Mon 17 Dec 2018.
Arlend
player, 3 posts
Fri 21 Dec 2018
at 20:18
  • msg #2

Game fixes, Version 001

Just to chirp in here. I think 32CP in an average skill takes it to Attribute+8 actually.

So for example:

DX-1 [1]
DX-0 [2]
DX+1 [4]
DX+2 [8]
...
DX+6 [24]
...
DX+8 [32]

That means, I would imagine that DX 12 and [32] in Axe, means that they'd have a skill of:

Axe (DX/A) [32] - 20 (ASSUMING DX 12)


Reference for this is: GURPS: Basic Set (page 170)
GM
GM, 225 posts
Fri 21 Dec 2018
at 20:42
  • msg #3

Game fixes, Version 001

Thank you, I will look into it and make a determination.

The way I'm reading it right now, the table in GURPS Lite on page 14, Kerrick is between skill levels. 24 CP to get to DX+4, which means putting another 16 CP would get him to DX+5 (48 - 32 = 16).

Current DX = 10
DX+4 = axe skill.

Which means I was wrong both times. I'll go through it again when I have Basic Set in front of me and see...

Newbie GM is not in my bio for nothing.

Cheers
Arlend
player, 5 posts
Fri 21 Dec 2018
at 20:57
  • msg #4

Game fixes, Version 001

Yea, it's no problem I was just pointing it out to help with any confusion.
The 'difficulty' of the skill is a bit of a head-breaker to begin with.

The way I remember is that:

"all average skills, divid the points by 4 and that's the value above Attribute"

(this is because the first 3 levels cost the following:  [1],[2] [4], and then all subsequent levesl cost +4

DX 10:
// average skills
Axe [1] - 9
Axe [2] - 10
Axe [4] - 11
Axe [8] - 12
Axe [12] - 13
Axe [16] - 14

and so forth.

Those first 3 levels always confused hell out of me too. If his Skill is DX+4 (i.e. skill level 14) then the cost is 16CP, as you say.
GM
GM, 607 posts
Android
Thu 30 May 2019
at 17:59
  • msg #5

Game fixes, Version 001

I have found myself thinking I have all these groovy new ideas about how I'm going to make new equipment and cool things, and how stuff works...

And then I see GURPS has already thought about it and has tables and rules for it...

So if you're finding yourself cruising through any of my General Store posts and think to yourself:

"What in the fuuuuuuuuuu..."

Well, that's fine. If it is written down in a GURPS rulebook somewhere, and you like that choice better, just use that. Then everyone is on the same page and can look up the information they need without having to ask someone that doesn't know what the hell they are talking about anyway.

Thanks!
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