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GURPS 4e Rules Chat.

Posted by SockpuppetFor group 0
Michi_chan
player, 2 posts
Sat 22 Apr 2017
at 14:15
  • msg #861

Environment Building/Catan-esque Rules?

 Hey, not sure if this is the correct thread (since I'm asking for either version,) but are there even rules for environment-building or for running a Catan-esque game where the focus is exploration, resource gathering and possibly building cities/structures?
Tortuga
player, 472 posts
Sat 22 Apr 2017
at 14:28
  • msg #862

Environment Building/Catan-esque Rules?

Low-Tech Companions have some rules, I think.
Mad Mick
GM, 125 posts
Sat 22 Apr 2017
at 14:37
  • msg #863

Environment Building/Catan-esque Rules?

For building cities, there's GURPS City Stats:  http://www.warehouse23.com/products/gurps-city-stats.
Varsovian
player, 33 posts
Thu 11 May 2017
at 05:19
  • msg #864

Powers

Okay, here's a question that's been bugging me for years:

When should I use the Powers rules? Let's say that I'm running a horror game and a vampire appears. Should I use Powers for this guy, or is it okay just to model his supernatural abilities using just advantages from the core rulebook?
trooper6
player, 99 posts
Thu 11 May 2017
at 05:26
  • msg #865

Powers

In reply to Varsovian (msg # 864):

Powers are just expansions of the Advantage rules in Basic. They are just Advantages, but powers gives some more modifies, some more advantages, some discussion, etc.

Think of it like Magic or Martial Arts. If you are running the Basic Magic system, you can just stick with the Magic given to you in the Basic set, but you can go to the Magic book if you want to expand it. You can just stick with the combat rules in the Basic Set, or if you want more you can get Martial Arts.

You don't have to use Powers if you are getting everything you need from Basic.
Tortuga
player, 473 posts
Thu 11 May 2017
at 05:48
  • msg #866

Powers

My advice would to be exactly the books you absolutely need, and that's it. No more. No less.
Varsovian
player, 34 posts
Thu 11 May 2017
at 16:24
  • msg #867

Powers

Okay then: what's the advantage of the Powers system? Why use it at all?
Tortuga
player, 474 posts
Thu 11 May 2017
at 16:27
  • msg #868

Powers

Versatility. Complexity. If you want to run a game focused on structured powers (superheroes, etc) it's helpful.
trooper6
player, 100 posts
Thu 11 May 2017
at 17:38
  • msg #869

Powers

As I said, Powers isn't a separate system, it is an expansion. It is an expansion of Advantages rather than a new system. So if you find you want more stuff for your Advantages, use Powers. If you are happy with what you got, then don't use it.

If you want advice on how to make different sorts of powers (using Advantages) GURPS Powers will give you advice. You can look at the Psionics chapter in Basic and get a sense of what more things you can find in Powers. Psionics are a collection of advantages with the Psionic Power Limitation. Powers talks to you about how to make your own power limitations and craft coherent power systems.

If you don't need it, don't use it.
This message was last edited by the player at 17:40, Thu 11 May 2017.
Mad Mick
GM, 127 posts
Tue 16 May 2017
at 00:51
  • msg #870

Powers

The Invisibity spell in GURPS has always seemed way too powerful to me in combat since an invisible character can attack as normal without breaking the spell.  Dungeon Fantasy addresses this somewhat, but what about combining Darkness or Blackout with Dark Vision?  If a mage casts either of the spells and her companion has Darkvision, what options do their opponents have besides flailing away blindly or running away?  I can think of two, Blindfighting and Counterspell, but those can't be used if someone doesn't know them.  What other options would opponents have?
Aethulred
player, 88 posts
Tue 16 May 2017
at 02:01
  • msg #871

Powers

Area effect spells that only affect enemies...
jason254
player, 18 posts
Wed 17 May 2017
at 01:42
  • msg #872

Powers

Is there an area affect spell in Gurps like glitterdust in dnd?  If not and you were to make one I don't know what school it should be in.  I suppose "flour" burst would work just as well and maybe could be a food spell...

In any event I think it should be a 1FP per hex of area, and you'd have to have some sense of where the invisible person would be.
Magic Mushroomcloud
player, 35 posts
Thu 31 Aug 2017
at 20:14
  • msg #873

DF 16 - Wilderness Adventures Travel Times

Heya, gang.

I know it's bad form, but I'm gonna copy/paste the question I've been wrestling with so you can see what's gotten me here, but what it boils down to is this: looking at the Travel section in Dungeon Fantasy 16, starting page 20. I'm terrible at math and I'm no hiker IRL, so looking at the formula for determining how much ground is covered isn't really making sense for me - I don't know if it's too generous or too harsh, but either way I'm certain there's something I'm missing.

As always, thanks so much for any insight you can provide.



quote:
ok, here's my question.

I'm looking at travel on pp 21-23 - On Terrain types (p.22), should the travel speed penalty be applied as a decimal? or as a percentage penalty? By itself, it seems like it should apply as a decimal (*0.20 for snow, for example) but read in the context of "Covering Ground" on page 23, it seems like it should be interpreted as a percentage (-20% penalty to movement for snow). *0.20 works out to an 80% movement penalty, which seems enormous. Mathed out:

Basic move 6 * 0.20 (travel over snow) = 1.2, halved would be an average walking speed of 0.6mph

Basic move 6 - 20% = 4.8, , halved would be an average walking speed of 2.4mph

The former would mean, assuming all other conditions were normal, a party could only travel 4.8 to 7.2 miles/day in snow, mountains, dense wood, etc.

The latter would mean 19.2 to 28.8 miles/day.

The latter seems more realistic to me, but it's not really what the book says.

Aethulred
player, 91 posts
Thu 31 Aug 2017
at 22:01
  • msg #874

DF 16 - Wilderness Adventures Travel Times

A good march rate for trained soldiers is 2.5 MPH; Highly trained can do 4 MPH for up to a day or so. This assumes reasonably level ground without obstacles and no extreme loads. So 40-60 pounds or so.

Open forest (no underbrush isn't much worse, but overgrown forest, snow, deep mud or extreme slopes would slow things way down. 8 Miles a day (1 MPH) is quite believable.  Having no significant load would help some, but 1.5 MPH would be extremely good, regardless.

The real key here is exactly what sort of terrain issues are affecting movement. Simply having a well travelled path along a mountain ridge would speed things up a lot. Climbing up or down a steep slope is slow hard work.
Jobe00
player, 13 posts
Thu 31 Aug 2017
at 22:45
  • msg #875

DF 16 - Wilderness Adventures Travel Times

There's a reason Romans built roads EVERYWHERE.
Mad Mick
GM, 128 posts
Fri 1 Sep 2017
at 00:32
  • msg #876

DF 16 - Wilderness Adventures Travel Times

Snow slows everyone down tremendously.  It would take forever to travel long distances, so a dogsled, sledge, or bobcat is nearly essential when covering long distances.

The 8 miles per day in woodland seems about right.  I haven't done a lot of hiking, but I spent some time hiking around the Great Smokey Mountains.   We had camping gear with us - tents, food, changes of clothes.  We averaged 10 miles a day, but we had well-marked trails to follow.  Slopes of course slowed us down, but even relatively flatter trails took a long time.  It would be slower without cleared trails to follow.
Varsovian
player, 35 posts
Sat 23 Sep 2017
at 21:13
  • msg #877

DF 16 - Wilderness Adventures Travel Times

Oh, oh, I have a question!

I'm reading 4E combat rules now and I've noticed something:

Many melee weapons have Reach 1, which - if I understand correctly - means that they are not useable in close combat. So... let's say we have two warriors. Warrior A has a longsword, Warrior B has a dagger. Now, it's Warrior B's turn - and he moves very close to Warrior A, closer than Reach 1. And just like that, Warrior A is defenseless! Warrior B can stab him all he want - and Warrior A's sword is useless!

In real life, that wouldn't be possible, as Warrior A would cut Warrior B down as soon as he tried to moved past the 1 yard range... but with turn-based combat, Warrior A cannot react before Warrior B is next to him. Or am I missing something here?
Aethulred
player, 92 posts
Sat 23 Sep 2017
at 22:04
  • msg #878

DF 16 - Wilderness Adventures Travel Times

IIRC, you can only move one hex and attack... I'm sure there is some exception, but the concept prevents what you describe. Also the reach 1 sword user isn't defenseless, he can use hands, feet and the pommel/guard (if any) one that sword to parry with. He may not be able to use the blade to effect (until next turn), but he can block, parry and dodge as needed/able. His next turn, the knife holder is in trouble. Now if the knife wielder comes in from behind... different story altogether.
BlueDwarf
player, 74 posts
Sat 23 Sep 2017
at 22:41
  • msg #879

DF 16 - Wilderness Adventures Travel Times

In reply to Aethulred (msg # 878):

There is nothing in GURPs to stop the guy with the broadsword stepping back to attack on his turn. That only stops the Parry as an active defence, all other defence options are still available. No attacks of opportunity here for either...

Any attack from behind is nasty. The broadsword in the back is worse than the dagger...
evileeyore
player, 2 posts
Sun 24 Sep 2017
at 07:59
  • msg #880

Re: DF 16 - Wilderness Adventures Travel Times

Varsovian:
Many melee weapons have Reach 1, which - if I understand correctly - means that they are not useable in close combat. So... let's say we have two warriors. Warrior A has a longsword, Warrior B has a dagger. Now, it's Warrior B's turn - and he moves very close to Warrior A, closer than Reach 1. And just like that, Warrior A is defenseless! Warrior B can stab him all he want - and Warrior A's sword is useless!

Martial Arts adresses this:

Any weapon with a minimum reach 1 or greater in Close Combat is at -4 times the maximum reach.  Calculate parry off the modified Skill (or just give it half the penalty, which is functionally the same).

So a reach 2-4 Polearm used in Close Combat is at -16!  And suffers a -8 to Parries.

quote:
In real life, that wouldn't be possible, as Warrior A would cut Warrior B down as soon as he tried to moved past the 1 yard range... but with turn-based combat, Warrior A cannot react before Warrior B is next to him. Or am I missing something here?

In 'real life' Warrior A could try, if he was prepared for it.  In GURPS this is represented by a Wait maneuver.

Also Warrior A can Block or Dodge (if just using the Basic Set rules) with a Retreat and then be far enough away to parry successive attacks (if the knife wielder doesn't keep Stepping and has iterative attacks).
This message was last edited by the player at 08:00, Sun 24 Sept 2017.
Varsovian
player, 36 posts
Sun 24 Sep 2017
at 15:58
  • msg #881

Re: DF 16 - Wilderness Adventures Travel Times

OK, thanks, guys! This was helpful.

One another question: "major wounds". According to the combat rules, if a character lose more than a half of their HP due to one wound, it's a major wound. But what about further major wounds - do you calculate their occurence from the HP maximum, or the current amout of HPs?

In other words: a PC has 10 HPs. He suffers an injury of 5 HPs and gets a major wound. His HPs drops to 5 after that. So, when does he suffer another major wound: after another 5 HPs, or after 3 HPs (1/2 of 5)?
evileeyore
player, 3 posts
Sun 24 Sep 2017
at 17:56
  • msg #882

Re: DF 16 - Wilderness Adventures Travel Times

Varsovian:
One another question: "major wounds". According to the combat rules, if a character lose more than a half of their HP due to one wound, it's a major wound. But what about further major wounds - do you calculate their occurence from the HP maximum, or the current amout of HPs?

Always calculate that sort of stuff (Major Wounds, Limb Crippling, etc) off of HP maximums.
BlueDwarf
player, 75 posts
Sun 24 Sep 2017
at 19:27
  • msg #883

Re: DF 16 - Wilderness Adventures Travel Times

In reply to Varsovian (msg # 881):

A major wound is actually defined as half of the original hit points. So for the character above, it would always be 5 of more...
JustJessie23
player, 9 posts
Tue 26 Sep 2017
at 06:49
  • msg #884

Re: DF 16 - Wilderness Adventures Travel Times

In reply to BlueDwarf (msg # 883):

Major wound is in excess of half your HP.

So the HP 10 person would have a Major Wound if he 6 or more points of damage in a single wound.
Varsovian
player, 37 posts
Wed 27 Sep 2017
at 20:15
  • msg #885

Re: DF 16 - Wilderness Adventures Travel Times

Okay, thanks!

One last question: the rules state that a character's Move is halved when they drop below 1/3 of their HP. The same happens when they drop below 1/3 of FP. So, what happens if a character drops both below 1/3 of their HP and FP? Do they get 1/4 of their Move?
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