Forum > Design, Development, and Gameplay
Rationalizing GURPS
David Johansen:
This comes from the GURPS 5th edition discussion thread but I've put it here to prevent a derail. It's what I would do if I wrote GURPS 5th edition I suppose.
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
PSIandCO
BANNED:
I didn't like gurps, I don't play gurps, and I don't understand what you are getting at.
I tried to make a pre-teen telekinetic way back in the 80's, and gee...
I walked around a corner in a shopping mall and met a Gang armed with Military automatic rifles.
The character creations was ridiculous. I mean really... a whole page devoted to width in degrees of visual perspective
and other odd bits started to fry my brain.
A role playing game played by human beings doesn't have the kind of detail that gurps NEEDS to work.
I doubt that most computers could keep track of ALL of the options that would need to be ENFORCED fairly and equally.
one player who is "fast and loose" with verbal descriptions can wreck the game!
example:
Batman wannabe the "dorknight"... "I hear lex luthor sneaking up on me and backfist him"...
Player who bled points through the nose in character creation to PAY for 210* degree visual perspective is all like, "HEY! WHAT THE HELL?"
that's why no one plays gurps.
PSIandCO
BANNED:
Have you ever tried to play "Mage the Ascencion" with gurps?
5,000 point noob characters that are virtually powerless in the face of paradox...
when the Technocracy guys can just wheel out a Robotech varitech fighter and say, "its a top secret prototype" and not get P'doxed...
what is wrong with gurps is LANGUAGE itself. a word that has a "STRONG" meaning to me, might not have any meaning to you.
Aglondir:
--- Quote from: David Johansen on May 25, 2022, 02:01:10 PM ---This comes from the GURPS 5th edition discussion thread but I've put it here to prevent a derail. It's what I would do if I wrote GURPS 5th edition I suppose.
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)
--- End quote ---
Are you giving up on the "Dex costs 20" idea?
--- Quote ---Hit Points and Speed can come from two different places
--- End quote ---
Do you mean that my HP can be either my ST or HT?
--- Quote ---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
--- End quote ---
Fuzion did something like this. It makes sense, but you lose the quickness of "Greedy: 10 points" when you're making a character.
--- Quote ---Powers
Attacks 1d6 / 5 points increase points per die to reflect range, area, duration
--- End quote ---
Sort-of like Hero system?
--- Quote ---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
--- End quote ---
Nice! Did you eliminate Easy/Avg/Hard/VH? (I hope so)
--- Quote ---Knocked Out at 0 Hp
Killed at -1 x Hp
--- End quote ---
Elegant, but might make the game more lethal.
On the whole, interesting changes. My own thoughts are more streamlining than re-engineering.
Stephen Tannhauser:
--- Quote from: David Johansen on May 25, 2022, 02:01:10 PM ---There should never be advantages that add to skills
--- End quote ---
One of the reasons that skill-boosting advantages (e.g. Musical Talent, Language Talent etc.) were added was to explain how people not otherwise tremendously physically or mentally gifted could nonetheless excel fantastically at certain skills despite a comparative lack of time spent training -- it was basically a simulationist nod to prodigies like Mozart, or those people we hear about who speak twelve languages fluently.
If this reasoning is removed in order to do away with that advantage set, one logical knock-on effect will be that character points in skills are no longer necessarily an indication of time spent on training those skills (contra the normal GURPS assumption that one character point represents something like 100 or 200 hours of training and practice, I forget which). This may or may not be of concern in your design, but it is an element to be aware of, I think.
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