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GURPS 4e Rules Chat.

Posted by SockpuppetFor group 0
evileeyore
player, 4 posts
Wed 27 Sep 2017
at 21:27
  • msg #886

Re: DF 16 - Wilderness Adventures Travel Times

Not sure that's actually addressed in the rules, but I don't do that.  1/3 Move is already a severe penalty.
BlueDwarf
player, 76 posts
Wed 27 Sep 2017
at 21:47
  • msg #887

Re: DF 16 - Wilderness Adventures Travel Times

In reply to evileeyore (msg # 886):

Yeah, I dont stack it either. I don't think the rules specify.
JustJessie23
player, 10 posts
Thu 28 Sep 2017
at 22:00
  • msg #888

Re: DF 16 - Wilderness Adventures Travel Times

1/3 HP gives you Half Move and Half Dodge
1/3 FP gives you Half Move and Half Dodge AND Half ST.

I don't stack them.  If you're an average human down to 3 HP and 3 FP, you have enough trouble without your Move and Dodge dropping to 1/4 (which makes it practically impossible for even talented people).

I haven't seen where the rules address it, but I can't imagine the intent was to stack them.
JustJessie23
player, 11 posts
Thu 28 Sep 2017
at 22:02
  • msg #889

Re: DF 16 - Wilderness Adventures Travel Times

The FAQ seems to support the grimmer side of this question though.

3.4.5.7 Are the Move and Dodge penalties for being at 1/3 HP and 1/3 FP cumulative or not?

They are.

Having less than 1/3 your HP left halves your current Move and Dodge scores, whatever they currently are. Round up.
Having less than 1/3 your FP left halves your current ST, Move, and Dodge scores, whatever they currently are. Round up.
Don't mess with Basic Speed, Basic Move, etc. Don't recalculate Dodge. Just take the numbers you were using and halve them.


So... ouch!
Jobe00
player, 14 posts
Thu 28 Sep 2017
at 23:18
  • msg #890

Re: DF 16 - Wilderness Adventures Travel Times

This is why House Rules exist.
Varsovian
player, 38 posts
Fri 29 Sep 2017
at 18:46
  • msg #891

Re: DF 16 - Wilderness Adventures Travel Times

Thanks! Now I understand *everything* about GURPS... the core rulebooks, at least :)

Now, I want to play! Let's play!

... nobody plays GURPS these days :\
BlueDwarf
player, 77 posts
Fri 29 Sep 2017
at 19:20
  • msg #892

Re: DF 16 - Wilderness Adventures Travel Times

In reply to Varsovian (msg # 891):

They do online. Unfortunately they don't much around Forster, NSW...
Aethulred
player, 93 posts
Sat 30 Sep 2017
at 02:38
  • msg #893

Re: DF 16 - Wilderness Adventures Travel Times

Or out in SE Arizona...
JustJessie23
player, 12 posts
Sat 30 Sep 2017
at 20:52
  • msg #894

Re: DF 16 - Wilderness Adventures Travel Times

Aethulred:
Or out in SE Arizona...


I'm in Phoenix, I'm running two games (Fantasy and Dungeon Fantasy RPG) and I know a bunch of GURPS players around here.  I know of one other GM looking for players.  So it's here, just not as prevalent as other systems.

Don't know if or how I can help you in SE Arizona, but I would if I could.
Aethulred
player, 94 posts
Sat 30 Sep 2017
at 22:06
  • msg #895

Re: DF 16 - Wilderness Adventures Travel Times

Appreciate the offer, but the Sierra Vista area is a pretty good hike from up there.
JustJessie23
player, 13 posts
GURPS GM and Player
<LEFT BLANK>
Sun 1 Oct 2017
at 05:31
  • msg #896

Re: DF 16 - Wilderness Adventures Travel Times

In reply to Aethulred (msg # 895):

I know some SV GURPS people...
Aethulred
player, 95 posts
Sun 1 Oct 2017
at 21:03
  • msg #897

Re: DF 16 - Wilderness Adventures Travel Times

I knew a few ... we parted ways more than 15 years ago ... be willing to work with a new group, depending on what they want to play... some Genres don't work for my wife (who'd like to play) and I ... don't mean to sound picky, but once there was a group who was really into lots of demons, undead, and rather sick stuff... my sons were younger and my wife was not interested, so we let that die. Boys are grown and gone now ... although one lives in town and might play as well. Fantasy stuff is fine, Traveler is good ... Supers less so... guess we are just old stuck in the wood gamers. ;-)
Varsovian
player, 40 posts
Wed 3 Jan 2018
at 23:32
  • msg #898

Re: DF 16 - Wilderness Adventures Travel Times

I have a general question:

When translating stuff from GURPS 3E to 4E, how much work needs to be done with stats? Have there been many changes regarding how stats work etc. - or it is possible just to use 3E stats for weapons, creatures etc. for 4E without any recalculations?
Mad Mick
GM, 134 posts
Wed 3 Jan 2018
at 23:46
  • msg #899

Re: DF 16 - Wilderness Adventures Travel Times

Here's the 3E to 4E conversion:  http://www.sjgames.com/gurps/resources/4eupdate.pdf

You may need to make some conversions regarding ST, and some advantages are different.  For armor, PD is gone, but weapons should still be the same.  I generally use 3E adventures as they are but with higher starting CPs for PCs.
Varsovian
player, 42 posts
Wed 3 Jan 2018
at 23:55
  • msg #900

Re: DF 16 - Wilderness Adventures Travel Times

Thanks!

Old GURPS books are still very inspirational (I recently bought Blood Types... ah!), but I was wondering how much of this stuff is usable with 4E.
Mad Mick
GM, 135 posts
Thu 4 Jan 2018
at 00:48
  • msg #901

Re: DF 16 - Wilderness Adventures Travel Times

I'd say most of it is.  ST changed a bit, and Psionics were changed from Skills to Advantages.  Secondary characteristics were altered a bit.  Languages are no longer skills.  Most Advantages are easily convertible and often only have new names.  Most skills transfer over.  Converting to 4E is fairly straightforward, and the older books are still useful.
Jobe00
player, 15 posts
Thu 4 Jan 2018
at 01:48
  • msg #902

Re: DF 16 - Wilderness Adventures Travel Times

I still use GURPS Cops if I ever run my Stupid Cinematic LAPD Cops game. Updating the templates was easy, and they have costs within a few points of the originals.
Witchycat
player, 78 posts
Furry Kitty with
a witch's hat
Thu 4 Jan 2018
at 01:53
  • msg #903

Re: DF 16 - Wilderness Adventures Travel Times

In reply to Varsovian (msg # 900):

As the GM, you can use what ever you want and just modify it. I have Blood types somewhere.
Varsovian
player, 50 posts
Mon 23 Apr 2018
at 04:08
  • msg #904

Re: DF 16 - Wilderness Adventures Travel Times

Guys, a question: when is a rifle considered braced, exactly? The main 4E rulebook is a bit confusing here. Is a rifle braced only when you're using a tripod and lying prone - or is it enough for it to rest on something, like a piece of a wall etc.?
cltchrn
player, 16 posts
Mon 23 Apr 2018
at 04:14
  • msg #905

Re: DF 16 - Wilderness Adventures Travel Times

I think you’d need a perk to be considered bracing on improvised surfaces, but a nice GM might allow it with a bipod over the hood of a car or something similar. There’s also a rifle sling designed for bracing, I think in HT somewhere.

EDIT: High Tech, p. 154.
This message was last edited by the player at 04:15, Mon 23 Apr 2018.
Anachronist
player, 3 posts
Mon 23 Apr 2018
at 05:03
  • msg #906

Re: DF 16 - Wilderness Adventures Travel Times

I would consider a rifle braced whenever the shooter has an opportunity to steady it on or against something solid, a piece of wall would certainly quality in my mind.

I would require at least a second to brace it however, in addition to any aiming.
evileeyore
player, 6 posts
Mon 23 Apr 2018
at 05:16
  • msg #907

Re: DF 16 - Wilderness Adventures Travel Times

Anachronist:
I would require at least a second to brace it however, in addition to any aiming.

I require a Ready action to brace.
Varsovian
player, 51 posts
Mon 30 Apr 2018
at 16:16
  • msg #908

Re: DF 16 - Wilderness Adventures Travel Times

Hello! I have another question regarding combat.

Melee weapons have Reach, right? So, what does it mean, if a weapon has Reach 1? Does it mean it can be used to attack an enemy up to 1 yard away - or *only* 1 yard away? How does Reach C work, exactly?

Also, any rules regarding situations where a person with a rifle is confronted by someone using a hatchet? I need it for a Wild West combat simulation I'm running...
Raddek
player, 15 posts
Mon 30 Apr 2018
at 16:37
  • msg #909

Re: DF 16 - Wilderness Adventures Travel Times

Yes, all Melee weapons have a reach.  Essentially, with a reach 1 weapon, you can attack normally from 1 hex or attack from 2 hexes using a Step and Attack even if your foe uses a retreating defense.  If you are in close combat and not held there (grapple) you could also step backwards and attack as well so long as you were already facing your foe.

If for some reason you are unable to step, (being grappled) you can actually use a weapon at a closer reach than it is designed for, though the penalty is -4 per hex of reach.  So a broadsword (reach 1) used in close combat would be at a skill penalty of -4.  A Spear in a 2 hex grip could be used at -8 in close combat...

Close combat weapons you can think of as having a reach of 0, with the same rules as above.  You can step and attack from a range of 1, or use them from close combat.  Realize that close combat has a whole host of other rules associated with it which can be found on 391 of the campaigns book.

I can't think of any special rules with the specific scenario you are describing, though it gets weird when someone tries to do abnormal things with a ranged weapon.  I would handle things per the normal rules while the range collapses down.  If the shooter tried to fire from close combat, I would penalize them at least the bulk modifier on the weapon.  If they attempted to do something like parry or butt-strike or hit them with a bayonet, I'd probably require a ready maneuver and use a different skill (spear?...  with a rifle default?).  The hatchet wielder could pretty much get by on normal rules.
Varsovian
player, 52 posts
Mon 30 Apr 2018
at 17:52
  • msg #910

Re: DF 16 - Wilderness Adventures Travel Times

How does it translate to non-hex combat? 1 hex = 1 yard?

BTW. How do you get into close combat, actually? You simply move to a less than 1 yard of distance from the enemy?

What about weapons that have a few ranges? IIRC, dagger has both Reach 1 and Reach C. Does this mean that attacking at Reach 1 isn't penalized?
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