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I'm betting on "broccoli recipes", personally. Because there's no veggie fitting GURPS better than broccoli, and we always turn to food...I dunno. I'm happy to keep chatting about GURPS and seeing where Pub thread-drift takes us.
What about the Range/Speed table, or range increments, do you find difficult?Or, as you note and as noted up-thread, just use the range bands from Action 2: Exploits. You might not like them, but they're an option of not having to deal with full Range/Speed table.
Well, except that at no point in my gaining those decades of experience with TFT and GURPS, did I feel like I was banging my head on anything, EXCEPT the 4e Basic Set*, or people who want to use 4e Powers or Psionics, or maybe some of the alternate GURPS magic systems, or trying to use all of the spells from GURPS Magic in one campaign, or GURPS Vehicles.Again, this is the "git gud" argument that, if you'll forgive me, is not particular useful in this circumstance. We're back to Bones and Spock again.
I'm happy that you're "decades of experience" works for you---like it would work for anyone with any system---but that's less useful to novice GMs, GMs whose preferences don't align with spending decades of what for them might feel like banging their head against a wall, or for people who bounce off GURPS because it's "too complex".
I'm betting on "broccoli recipes", personally. Because there's no veggie fitting GURPS better than broccoli, and we always turn to food...
Broccoli and Asparagus...hmm, sounds like Pinkie and the Brain!I thought that it was GURPS Asparagus?
I was thinking sauerkraut, so one of us is waaay of.I thought that it was GURPS Asparagus?
...I'm sorry to say, I'd say it's you. Sauerkraut reminds me more of some other game, something meatier, not nearly as universal, and preferably pulp-y!I was thinking sauerkraut, so one of us is waaay of.
I am absolutely open to being the one who's off on this one. There are only so many sauerkraut recipies to be had anyway...I'm sorry to say, I'd say it's you. Sauerkraut reminds me more of some other game, something meatier, not nearly as universal, and preferably pulp-y!
Savage Worlds, I'd guess!
What about the Range/Speed table, or range increments, do you find difficult?
Martin Blank, Grosse Point Blank:
It's not me!
One thing I've done even since GURPS 1e, is make a combat ruler, so I can just lay that from firer to target, and see the range penalty.
EXCEPT the 4e Basic Set*, or people who want to use 4e Powers or Psionics, or maybe some of the alternate GURPS magic systems, or trying to use all of the spells from GURPS Magic in one campaign, or GURPS Vehicles.
I think a big part of why that was never head-banging for me, was because I learned and played one thing at a time:
GURPS 4e (kitchen sink in the Basic Set, unwanted rules changes, having to choose which rules to use or not)
IF I were starting with 4e, and didn't want to mess with TFT or earlier editions, I'd suggest starting with very simple sample arena combats between normal low-powered humans with fist, then melee weapons, then guns, and then running a simple adventure again with simple normal humans, and then maybe a simple campaign which at least starts with simple things.
Wait until you're comfortable with each level of complexity, weirdness, and options, before adding more. Ignore all the complex options in the Basic Set for a while, only adding a thing or two at a time at a pace that feels manageable. But, even that might be a bit hard to do because you need to find stuff in the 4e Basic Set, which IMO just has too much in it to be an easy learning tool. It's not that much in it is particularly complex, but there's tons of stuff, much of which even I probably will never use for anything.
I started with Gurps 1E, and used it until 2E came and replaced that with 3E, I did pick up 4E, but I hated cross-genre campaigns (at the time) plus I didn't much think there was anything useful for me in the books that I didn't have in other games. I moved away from GURPS (to BESM2E because of its simplicity) but even then when I used Gurps there were a lot of things I ignored like Snap shot, and detailed modifiers (I generally went with "what do I feel is suitable for this campaign.)
I was thinking sauerkraut, so one of us is waaay of.
Savage Worlds, I'd guess!
I mean, the speed/range table, is just a range band table, plus the notion of adding a target's speed, when appropriate, to the range, before consulting the table.
That, and the speed/range table having more bands than the GURPS Action range band table, are pretty much the only differences in complexity, IIRC.
But it sounds like you just have such different tastes and notions of what's fun or not, that my perspective isn't doing anything for you.
Hmmm...I think I see your point. Asparagus it is! Now about those recipes...All I can say is that I can quite clearly see Asparagus...
Hmmm...I think I see your point. Asparagus it is! Now about those recipes...
Definitely not Universal, then!I am absolutely open to being the one who's off on this one. There are only so many sauerkraut recipies to be had anyway
No, in the wincing it provokes in many players!But I do have to insist that broccoli isn't nearly as universal as you seem to think it is. I'm guessing its association to GURPS lies in its capacity to produce chronic gas?
So...are you into sauerkraut?Now that is one of those generics that I looked in for my current project (Earthdawn/Shadowrun/etc.) given it had a native Earthdawn conversion along with things like Interface Zero, SLA Industries, and The Fantasy/Sci-Fi Companions. Not only could I just not get into the system but, perhaps ironically, when I looked at Earthdawn all that I could think of is that, rather than being a dedicated treatment of the setting that happened to use Savage Worlds, it just felt like Savage Worlds.
So...are you into sauerkraut?
I like it, but that's me. I also like Savage Worlds...I want to be?
Fantastically low in carbs. I'm sure that I had it when I went to Bavaria, but darned if I can remember the taste. Maybe it was the bowl of yellow stringy stuff with chunks of ham that I had one night.
I should certainly find out, don't you think!?
I also like Savage Worlds...
I mean, I certainly hope you're right!You cannot take away peoples' rights to be strange. ;)
Is there some specific limited part you're referring to, or do you mean scattered throughout the whole GURPS forum?I am zero days old when I found out that the rather necessary update/FAQ to 4e is stored on the SJGames forum and fixes many of the frustrations that I've been having with the more complex power builds.
I'm not sure if a forum was the best way to organise or otherwise publish these materials. A Wiki might have been better. <Le Sigh>
Is there some specific limited part you're referring to, or do you mean scattered throughout the whole GURPS forum?
Jeezus, it was an idea and I was real clear that I haven't been around GURPS in years. Calm down. Advantage/Disadvantage has bee co-opted by numerous game systems and what you think is shitty doesn't define it for the rest of us. Its exchanges like this that keep me away from GURPS.You could, but why? Doing that does weird things to the probability curves and devalues high skill levels. And you'd probably still have bonuses and penalties for some things anyway. Advantage/disadvantage adds complexity unless it completely replaces bonuses and penalties (and in D&D also completely replaces changing DCs, which it doesn't {it's a shitty mechanic for a game of D&D''s mechanical weight}).
Jeezus, it was an idea and I was real clear that I haven't been around GURPS in years. Calm down. Advantage/Disadvantage has bee co-opted by numerous game systems and what you think is shitty doesn't define it for the rest of us. Its exchanges like this that keep me away from GURPS.
THIS is the problem inherent in the system. The sheer amount of work the GM has to do to run a simple low powered fantasy campaign in Caithness is staggering. Building lists of allowable Ads/Disads, skills, etc is exhausting. Trying to explain to a new player what options out of that huge Characters book are applicable to the campaign takes more time than actually running a session of play.(* Even with my decades of GURPS experience, I still find the 4e Basic Set to have too much in it to want it to be my core book for anything other than considering the kitchen sink of options, like during campaign design, or brainstorming.)
Back in the day, I GM'd Amber DRPG and loved the way that it flowed. What I don't like is the requirement for the GM to pull every answer out of their derriere. At about the same I encountered Eric S. Nylund's Pawn's Dream and it introduced me to an interesting variation on the Amber theme but which also led to something more... mortal, perhaps less hand-wavy (YMMV).
THIS is the problem inherent in the system. The sheer amount of work the GM has to do to run a simple low powered fantasy campaign in Caithness is staggering. Building lists of allowable Ads/Disads, skills, etc is exhausting. Trying to explain to a new player what options out of that huge Characters book are applicable to the campaign takes more time than actually running a session of play.
Wandering off in a completely different direction to the actual question: have you played Everway? I find the Tarotesque card resolution dynamic provides an excellent middle ground between the resolution of Amber and the rigid numbers of more traditional systems.
THIS is the problem inherent in the system. The sheer amount of work the GM has to do to run a simple low powered fantasy campaign in Caithness is staggering. Building lists of allowable Ads/Disads, skills, etc is exhausting. Trying to explain to a new player what options out of that huge Characters book are applicable to the campaign takes more time than actually running a session of play.
Yeah, for 4e. Using the skill list from an earlier edition would be far easier.THIS is the problem inherent in the system. The sheer amount of work the GM has to do to run a simple low powered fantasy campaign in Caithness is staggering. Building lists of allowable Ads/Disads, skills, etc is exhausting. Trying to explain to a new player what options out of that huge Characters book are applicable to the campaign takes more time than actually running a session of play.
I don't think Advantage/Disadvantage are "great" they are simple and definitely "lite". I'm not turned off by GURPS but attitudes like yours.You asked a question, multiple posters gave their responses to the question, and what you think is great doesn't define it for the rest of us. (For one thing, some of us haven't been around D&D in years, and we are no more guaranteed to be familiar with D&D system mechanics slang than you're guaranteed to be familiar with GURPS system mechanics slang.) Being turned off by a game system because you don't like the answers some posters give? You might want to take your own advice about calming down.
I think you're reading a more combative tone into Ravenswing's words than is actually there.