Rationalized GURPS

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David Johansen

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This comes from a discussion elsewhere and I'll post it there too

Attributes Base 10 and 10 points per point (Subsets start at attribute, 5 points per point):
Strength (Hit Points, Muscle Powered Damage, Encumbrance)
Dexterity (Hand Eye Coordination, Agility/Skill Base, Speed)
Intelligence (Perception, Willpower, Knowledge/Skill Base)
Health (Hit Points, Metabolize Poisons and Diseases, Speed)

Hit Points and Speed can come from two different places

Advantages and Disadvantages:
Social: reaction modifier & recognition / applicability 5 points per level
Mental: frequency & resistance / severity 5 points per level
Physical: mostly represented by substats

Powers
Attacks 1d6 / 5 points increase points per die to reflect range, area, duration
Enhanced Ability x2 actual effect eg lifting / speed 20 points per level
Damage resistance 5 points per 2 points

Skills
Default attribute - 5
1 point for attribute level, 2 points for +1, 4 points for +2, 8 points for +3, 12 points for +4 and so on
There should never be advantages that add to skills
Skills are grouped in broad categories like vehicle, guns, melee weapon group levels cost 4x base cost so you never have to use specific skills if you don't want to.

Combat
3.6 second rounds (thus kilometers per hour equals meters per round)
turns taken in order of speed - encumbrance
actions cost movement before enhanced multiplier
Damage 1d6 / 3 points of Strength
Knocked Out at 0 Hp
Killed at -1 x Hp
 
The one bit of consolidation I'd do for GURPS is to get rid of quick and regular contests. There seems to be no obvious reason to have two different kinds of contest, so I would always just go for Quick.
 
I didn't do anything with defenses yet. Probably a roll at a penalty or a quick contest. The /2 +3 has some weird effects, especially when it comes to muskets and crossbows. If you've got an automatic pistol you can live with a dodge or two but if it takes you a week to load the thing getting dodged is pointless.
 
Rule 1.0: Rolls
The outcome of character actions are determined by rolling six sided dice. The dice are coded in an nd6 format where 'n' is the number of dice being totalled.

Rule 1.1 Success and Failure
Actions with a significant risk of failure are resolved by rolling 3d6 and comparing the total to the character's rating. If the roll is equal to or less than the rating the action succeeds, if it is higher the action fails. The marginal rating for attributes and skills is 10. Which is modified by skills and traits.

Rule 1.11 Margin of Success
The relative degree of success for any action is the difference between the rating and the roll.

Rule 1.12 Critical Successes and Failures
If the difference is ten or more the result is a critical success or failure as appropriate.

Rule 1.13 Contests
If two opponents are directly competing the person with the larger margin of success is the winner. Ties result in a stalemate. Which may be resolved by continuing the contest or by considering the result to be a failure for both characters.

Rule 1.14 Resistance
A resistance roll is used to avoid an outcome like death, unconsciousness, poison, traps, or mind control. Resistance rolls are reduced by half the attacker's margin of success.

Rule 2.0 Characters
Characters are constructed by using points to purchase traits and skills. Traits represent inherent abilities and skills represent learned abilities.

2.01 Base Ratings
Characters start with a Speed of 5 and 10 Hit Points. Skills have a base rating of 5.

Rule 2.1 Traits

Absorption
Absorption turns damage into power at a rate of one die per point of Lifting, Striking, or Deflection increase or one die of Hit Point increase.

Deflection
Armor reduces the damage inflicted by hits. One die of deflection costs 1 point.

Hit Points
A die of hit points costs 1 point. Healing is simply the ability to give others hit points.

Lifting
One point of lifting increases the character's ability to lift and bear loads.

Perception
Is used to find and notice things.

Speed
Each hex per round of movement costs one point. Enhanced speed doubles the movement rate but it takes one turn to accelerate to each enhancement level and only one turn sixty degree turn can be made for every Speed rating hexes.

Striking
Each die of damage that can be inflicted by a hit in combat costs 1 point.

Resilience
The character's death resistance roll is increased by one point.

Talent
Each point of skill increase costs 1 point. Talent represents Innate skill from physiological and mental ability.

Toughness
Increases the chraracter's unconsciousness roll by one point.

Willpower
Resists mind control and social influence.

Packages
Groups of traits can be used to represent general attributes by buying equal levels in all of them.

Strength: Lifting, Hit Points, Striking
Dexterity: Speed, Agility, Combat, and Driving Skills
Intelligence: Academic, Technical, and Creative Skills
Health: Hit Points, Resilience, Toughness, and Cardiovascular Skills
Perception: Awareness and Artistic Skills
Will Power: Psychic, Social, and Magical Resistance
 
Rule 3.0 Skills
Skill ratings determine the chance of a character succeeding in a task and the quality of work they can achieve.

Rule 3.1 Training
Training is represented as specific time and effort and study to develop a skill. Putting one point of training into a skill adds four to the rating and putting in two points adds two. Every point thereafter adds one to the rating.

Rule 3.12 Untrained Skills
Untrained skills have had no points spent and have a flat rating of 6.

Rule 3.13 Specialities
The skills are broad but it is quite possible to focus on one part of a skill. This adds two points to the rating of the speciallity for each point spent.

Points/Skill
0 / 6
1 / 10
2 / 12
3 / 11

Academic (Accounting, Economics, Lawyer)
Agility (Acrobatics, Climbing, Escape, Riding)
Arts (Painting, Sculpting, Forging, Casting)
Endurance (Carousing, Running, Swimming)
Gunnery (Cannon, Laser, Missile)
Mechanic (Automotive, Aircraft, Mill)
Medical (First Aid, Pharmacist, Physician, Surgery)
Melee Weapon (Sword, Axe, Polearm)
Performance (Acting, Dancing, Singing)
Pilot (Automobile, Boat, Aircraft)
Science (Biology, Chemistry, Ecology, Physics)
Social (Leader, Merchant, Fast Talk, Seduction)
Small Arms (Pistol, Rifle, Laser Pistol)
Subterfuge (Lockpicking, Stealth, Picking Pockets)
Technician (Computers, Sensors, )
Unarmed Combat (Punch, Kick, Grapple)
 
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