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  • The GURPS Diner   3 days 6 hours ago

    Hi tbone, my posting frequency more less conveys my approach to gaming - quite casual :) The article on heroic dice rolling is good, but it misses on point that is important IMHO. The moment when a players receives a boon (in BW's case - "Artha") for roleplaying (e.g. based on said Beliefs) and how this boon can be used to boost his chances in a roll. In GURPS, character points are the boon, but granting them has little potential for a story. Give a player something which he can use only when rolling (which assumes a conflict, challenge or risk) and you create opportunities for these elements in your story. That's why I like the underlying mechanic of BW - it revolves around Artha (the boon), Beliefs and Instincts (roleplaying ways to get the boon) and the test-based advancement. Now, I'd rather keep Beliefs and Instincts as cheap Perks, but reward role-playing them with a said boon (a bonus to a roll). BW has three levels of Artha - the more your roleplaying sets you back, the more powerful boon you receive.I like social conflict subsystems because - in a casual group - it helps everyone in shaping interesting and often funny dialogues. It's like a brainstorming tool to help you generate ideas. And since it gets similarly detailed as combat, it shifts the emphasis of the game. Now interesting conflicts that require players to plan their approach and make decisions can be found in social situations - not only in combat. Focus on combat in most systems can get boring. Regarding developing such a thing, I'd be happiest if I could see a relatively direct port of BW's 'duel of wits' to GURPS. The scripting mechanic there, where you choose your next rhetorical action without knowing what action your opponent chooses, leads to many funny dialogues. I think this subsystem is available for free from the Burning Wheel page, if anyone's interested. Regarding combat, there is a nice amalgam of combat rules from BW and the Riddle of Steel... unfortunately I cannot find it at the moment. PS. I'm sorry, but I couldn't get paragraphs to work... <p> tags are there in my html :-/ Using Firefox.

  • ESCARGO: Exponential Skill Costs: A Radical GURPS Option (GURPS 4e/3e)   5 days 57 min ago

    Thanks for the link. :)

  • ESCARGO: Exponential Skill Costs: A Radical GURPS Option (GURPS 4e/3e)   5 days 20 hours ago

    You're of course right that when skill level gets high, each additional level confers a shrinking number of added percentage points to the chance of success on a skill roll. I always find it interesting, though, to also turn such probabilities on their head and look at them again. In this case:

    Instead of chance of success, look at chance of failure. It's 50% at Skill-10. Increase that to Skill-11, and the chance of failure drops to 37.5%. That's 12.5 percentage points, but a 25% decrease in the size of the chance of failure itself (50 points x 3/4 = 37.5. I welcome suggestions from the more learned on how to better express in words this difference between an absolute change in percentage points of a probability, and a percentage change in the degree of probability itself.)

    This welcome percentage decrease in probability of failure gets better with each added skill level! At Skill-14, the chance of failure is 9.3%. Raise skill to 15, and the chance of failure plunges by half to 4.6%. That's a greater decrease in chance of failure than the improvement from Skill-10 to Skill-11 bought!

    The increase to Skill-16 further slashes the chance of failure to 1.9%, less than half of Skill-15's chance. Skill-17 cuts the chance to less than a third that of Skill-16, or 0.5%. And finally, Skill-18 divides that remaining chance of failure by an effective infinity, to achieve 0% chance of failure.

    So, that's another way of looking at the matter of whether increasing skill levels are worth less and less, or not. Yet that doesn't do away with the original viewpoint. They're both good observations. In the end, what's the deal – is each added level of skill actually worth more than the previous level, or less?

    I wrote my thoughts on just that topic in an earlier article, noting how arguments can be made for each side. Here's the article; tell me what you think.

    http://www.gamesdiner.com/game_design_musing_point_cost_scale_stats

  • ESCARGO: Exponential Skill Costs: A Radical GURPS Option (GURPS 4e/3e)   6 days 3 hours ago

    Imagine an accountant PC with IQ 10, and Accounting-12 (a decent enough skill level).  He's paid 12 points for Accounting-12 (IQ/Hard).  For this skill level, he gets a 74.1% chance to succeed under normal adventuring conditions (doing the Don's books during a gunfight with Gangbusters, for example).  He gets some character points and is interested in raising his skill.  For 4 points, he can increase his skill to Accounting-13.  Another 4 points, another +1, forever.  Sound linear?  Not quite.For 4 points, he can raise his skill to 13 (83.8% chance to succeed).  He's just bought himself (83.8% - 74.1%) or 9.7% more likelihood to succeed on a typical roll.  But once he's there, another 4 character points to skill 14 buys him only 6.9% better odds.  How about skill 15?   A net increase of 4.7%.  And at skill 16, the net gain is only 2.7%.  Each time, he's only gained about two-thirds as much benefit from the same point cost.  Beyond this, the utility of high skill to him is nothing, unless he starts rolling at penalties on a regular basis.

  • GLAIVE Mini: Weapon Builder System for GURPS   1 week 4 days ago

    Good question. The answer: The various GLAIVE Mini mods only address modifications to damage and/or ST. Fencing Parry isn't one of those mods, as I'm not aware of any way that the fencing Parry does or should modify damage/ST. (In fact, the GLAIVE Mini mods already generate the main fencing weapons perfectly, or almost so – I believe smallsword ends up with ST 7, not GURPS' ST 5.)

    But it would be nice, I agree, if guidelines also addressed which weapons get a fencing Parry. Perhaps something like this: Weapon must have Reach 1 or more, must have poor swing dam relative to thrust, and must have low weight.

    The second of those represents a very light blade, and would mean the Thruster mod if using GLAIVE Mini. The third could be gamed with something like "3 lbs. or less", though I personally would prefer something comparing weight (or wpn ST) to wielder ST. Actually, Martial Arts p110 offers exactly such an option, essentially throwing out the binary fencing Parry concept, and replacing it with a modifier to multiple parries based on user ST vs wpn ST (while using overall weapon weight to adjust Parry vs flails).

    So GURPS itself does offer an optional system for "building" the fencing Parry, which sounds like what you want. (However, looking at those rules, I have to say that they're on the harsh side, requiring lots of ST before they'll let you recreate the basic fencing Parry. If you want to make things a little easier for the fencers there, perhaps the Thruster mod could offer -2 ST rows, for the purpose of determining multiple Parry mod per Martial Arts p110.

    Finally, I'll note that whatever criteria you use to to determine what weapons get the fencing Parry, GURPS offers ways to bypass those criteria. Use the Main Gauche skill, and any knife gets the fencing Parry. Use Weapon Adaptation, and a broadsword or other weapon can get the fencing Parry. Maybe there are other methods too.

    Any thoughts on the above?

  • GLAIVE Mini: Weapon Builder System for GURPS   1 week 4 days ago

    I see no rules for giving weapons the fencing parry. Is that left out intentionally?

  • Support   2 weeks 3 days ago

    Thanks, would love to hear your feedback later.

    I wonder whether there have been RPGs in the past that shipped with (or otherwise offered) their own unique rulers for combat distances. There must be, though I can't think of one off-hand. (I am reminded of Car Wars' funky "turning key", which IIRC was also initially a fan-created tool.)

  • GULLIVER rules expansion for GURPS   2 weeks 3 days ago

    Thanks for the checking and feedback! And I'm happy to announce a new PDF you can play with: GLAIVE Mini.

    (Incidentally and FWIW, here's what I see in my PDFs: everything looks great except text in tables or floating text boxes; those come out a little blocky. But it's still legible.) 

  • GULLIVER rules expansion for GURPS   2 weeks 5 days ago

    Downloaded and printed the PDF last night. It looks great and gave me no problems printing.

  • Support   2 weeks 6 days ago

    The Range Ruler is an idea that should have been implemented years ago. And I love that it's free. Haven't had a chance to use it yet, so I'll provide more feedback later.

  • I am not worthy of this gaming table   6 weeks 3 days ago

    You kids with your Portable Entropy Engines (nice phrase!). Back in the day, we were lucky to have dice. We pulled chits out of a hat. We'd close our eyes and point to digits in the phone book. We'd ask Grandpa how many years it was since his buddy Mort the Shriner passed on. That was our d20.

  • I am not worthy of this gaming table   6 weeks 4 days ago

    I personally have the model with deep-set cup holders -- a billiards table. We have the "Portable Entropy Engine" (basically a dice-roll backboard) and it's all beaten up with wear and tear of dice drilling into its rich mahogany panels. Very satisfying. It's my dinner table centerpiece. Haters gon' hate.

  • Edge Protection: Armor Enhancement for GURPS 4e   6 weeks 6 days ago

    That's some complex armor! Application of EP would of course depend on the effect wanted. Is DR so high (Piercing 33*) because the armor is really supposed to offer incredible protection even vs very high damage (in which case I'd use high DR and modest EP), or is it so high just in the attempt to simulate incredible penetration resistance (in which case much lower DR but great EP might be good)?

    Well, not knowing that, and just to see what happens, we could apply the suggested rule of thumb for very flexible armor... but results aren't totally clear, since this armor has multiple split DR. Hmm, how about we use base DR 21 (taken from "Crushing") as the "lower DR score", and then for each of the other damage types, use its original DR + (half of 21 = 10) to get EP. So: Piercing = DR 21, EP 43; and Cutting = DR 21, EP 33. Crushing, of course, is just DR 21. (As for the "Other" damage type: ...I don't know, would EP be relevant?) 

    So there are some starter numbers, but those could be adjusted wildly, as much as desired. 

    Re cost: EP is a -60% limitation on cost of DR. That already includes what 4e calls a -20% limitation for Flexible. But, per discussion in the comments, add another -20% if the armor also has the demerits discussed for 4e's Tough Skin, which (as one example) lets any scratch deliver poison even if armor resists damage/penetration. So, EP becomes a net -80% if it can't stop secondary effects like poisons; and even the underlying normal DR can optionally take that -20% too, if it also can't stop secondary effects.

    Now, a remaining problem: How to price EP that differs for Cutting, Piercing, etc.? Or how to do so for DR, for that matter? Is the cost of split DR already covered in 4e??

    Finally, as for the skull: That's be just plain DR, no EP, bought for a small body location; does that sound right? 

  • "Anti-talents" in GURPS   6 weeks 6 days ago

    Thanks for the info; interesting stuff that I hadn't seen. Can you link to a specific page on your site with a formatted version? Some key info (maybe costs for the listed examples?) may have been stripped out of your comment.

    Re those Kromm anti-talents: They're more of a penalty on a wide range of tasks, than on specific skills – or at least I think so. (The examples seem to suggest penalties on skills and any related tasks, yet the point cost descriptions say "...activity, or 6 or fewer skills...", so I'm not sure how that works). Hmm, those Kromm ant-talents and my suggested anti-talents are different in many ways, but as far as I can tell, they could be used together in a game just fine, with a character taking whichever version fits the concept better. (Just not a similar version of each in the same character; that might get a little messy!) 

  • Edge Protection: Armor Enhancement for GURPS 4e   7 weeks 2 days ago

    Huh. That silk is strong stuff! I wonder whether multiple layers of it might make really effective, all-around armor. And whether any armies (China?) ever did that. (At least for the elites that the armies could afford to spend big yuan on.)

  • Edge Protection: Armor Enhancement for GURPS 4e   7 weeks 3 days ago

    Got a puzzler for you. How would you apply EP rules to the following:Thick Skin*: Piercing 33*, Cutting 23*, Burning & Crushing 21*, Other 11*, and Skull +20. This is a package of enhancements for an ultratech TL10 combat bioroid. I can handle simple armour conversions (but I use 1/2 EP and only apply the Cutting wound mod if basic damage >DR+2xEP. Also seems logical to count DR+EP versus corrosion and burning ie no blunt trauma).

  • Edge Protection: Armor Enhancement for GURPS 4e   7 weeks 3 days ago

    I heard the same anecdote for silk versus arrows; make wound treatment clean and easy.

  • Edge Protection: Armor Enhancement for GURPS 4e   7 weeks 3 days ago

    I heard the same anecdote for silk versus arrows; make wound treatment clean and easy.

  • "Anti-talents" in GURPS   7 weeks 3 days ago

    I asked about antitalents on the GURPS forum last year and got this from Sean "Kromm" Punch, GURPS' line editor: (sorry for the poor formatting) but it's also here: http://fedword.webnode.com/  You are naturally inept at an important adventuring activity, which is most often defined by a set of closely related skills. "Anti-Talents" come in levels, and have the following drawbacks: ·        You have a penalty of -1 per level to success rolls associated with the activity covered by the Anti-Talent. This penalty effectively lowers your attribute scores for the purpose of the pursuit in question, and always affects any specific skills the GM lists for the Anti-Talent. The GM may apply it to other skill rolls, too, where their purpose overlaps the endeavour penalized by your Anti-Talent. ·        You cannot learn any of the skills specifically listed for your Anti-Talent, regardless of how you attempt learn them. You're forced to function at default with these skills, and this is still subject to the penalty mentioned above. Even magical skill transference and cybernetic skill implants will somehow fail, thwarted by your brain's wiring. (The GM may permit you to buy off Anti-Talent with earned points in a campaign where it's actually possible to get your brain rewired!) ·        You receive a penalty of -1 per level on all reaction rolls made by anyone in a position to notice your Anti-Talent, if he would regard your ineptitude as worthy of derision, or as a sign of weakness or inferiority (GM's judgment). You may never have more than four levels of a particular Anti-Talent. However, overlapping Anti-Talents can give penalties -- to both success rolls and reaction rolls -- in excess of -4. The GM sets the point value of an Anti-Talent to reflect the scope of the adventuring activities it impacts. He may opt to associate Anti-Talents with specific numbers of skills -- as is done for Talent (B89) -- if he feels that all of those skills are likely to be significant to the character and in the campaign. He should always forbid Anti-Talents that cover activities that would be irrelevant to a given character, or that are unlikely to play a role in the campaign. ·        Small (An occasional adventuring activity, or 6 or fewer related skills) -5 points/ level. ·        Medium (A common adventuring activity or 7 to 12 related skills) -10 points/ level. ·        Large (A very common adventuring activity, or 13 or more related skills) -15 points/ level. When counting skills, skills with multiple specialties are considered to be one skill for this purpose. You cannot have Anti-Talent in a single specialty of a skill; if you are inept with Guns, for instance, you are inept with all guns. All rolls to interact with animals, including Animal Handling, Falconry, Packing, Riding, Teamster, and Veterinary. Reaction penalty: all animals. All rolls for non-combat athletics, including Acrobatics, Bicycling, Climbing, Hiking, Jumping, Lifting, Running, Skating, Skiing, Sports, Swimming, and Throwing. Reaction penalty: athletes, fitness nuts, and members of highly non-sedentary societies. All IQ rolls the GM requires to recall trivia, as well as Area Knowledge, Connoisseur, Current Affairs, Expert Skills, Hidden Lore, and Hobby skills. Reaction penalty: anybody who values knowledge. All social rolls, including Acting, Administration, Carousing, Connoisseur, Detect Lies, Diplomacy, Fast-Talk, Gambling, Gesture, Intimidation, Leadership, Merchant, Politics, Propaganda, Public Speaking, Savoir-Faire, Sex Appeal, Streetwise, and Teaching. Reaction penalty: anyone you try to impress. All combat rolls, including all combat skills. Base your active defences on your penalized defaults - don't penalize them directly. This doesn't affect your Dodge score. Reaction penalty: anyone who would react poorly to Cowardice (B129). All rolls for stealth and concealment, including Camouflage, Disguise, Holdout, Shadowing, Smuggling, and Stealth. Reaction penalty: thieves, spies, and anyone who catches you in the act. 

  • Rules Nugget (GURPS): Grazes   7 weeks 5 days ago

    The max HP/2 damage sounds like a worthy idea. I think it often won't matter, given the already-low damage of a graze, but certainly it could in unusual situations. It's also nicely extensible if one is using varied "levels" of graze: two levels of graze, which cut damage to x1/4, could also have the special effect of inflicting no more than HP/4 damage. And so on.

    Re the conflict w/ hit location rules: Yes, the conflict is there, though it's not specifically a graze issue; it's a built-in conflict any time multiple "failure by X" criteria are in effect. That is, if you aim for the vitals of a mounted knight, a miss by 1 would indicate a graze... but wait, as you point out, it's also supposed to mean a torso hit... but hold on, another rule says a miss by 1 hits the horse... yet if the knight has a shield, some rules would have the miss hit the shield instead...

    I haven't played with any detailed solutions, just relying on "take all the possible results suggested by the rules, and determine one randomly". Anyone have a better suggestion?

  • Rules Nugget (GURPS): Grazes   8 weeks 21 hours ago

    I've added one rule to grazes: a graze will never do more than HP/2 damage, rounding down, unless the attack is a Large-Area Injury (see p.B400).The only problem with grazes is that they mess with the hit location rules. For quite a few locations, a miss by 1 means a hit to another location (usually torso).  That rule would have to be disregarded when using grazes. Either that, or the attack hits the torso, and is a graze.

  • More Star Frontiers goodness   13 weeks 2 days ago

    One can only imagine how many great old games languish in out-of-print purgatory. Yet lots, like Star Frontiers, do make it out; the web is just such a fantastic tool for making these available again. I hope more companies will dig through their vaults, and either make old games available via online shops like e23, or just as freebie downloads on their sites. If nothing else, the exposure and page views should be worth something to them, even for games that no longer have any sales potential. 

  • More Star Frontiers goodness   13 weeks 2 days ago

    Thanks for the info on Star Frontiers. Brings back some memories! I'm surprised to see that it's available for free. I wish more companies would do that with out of print games. 

  • Rules Nugget (GURPS): New Damage for ST   21 weeks 14 hours ago

    "What's a swing" is a good question. I don't know how big a factor "more muscles" is, though certainly different muscles are involved. Maybe more importantly, a swing can accelerate the striking hand over a longer distance than a thrust can, and so builds up more speed (at the expense of taking longer). The striking point on the weapon ends up moving at an even greater speed – the further from the hand the point is, the faster it is (though the entire system is slowed somewhat by the weapon mass and the distribution of that mass, especially when much of it is far from the hand, so the net result gets hard to compute...) 

    And then there's more... But stepping away from physical detail and jumping to game play, right, my suggestion would suggest twice the power for swings, equating to about 1.5 times the damage. Just keep in mind that I'm not saying that's a "right" number for any reason, just one that plays well (in that the swing's damage multiplier is high enough to make it often worthwhile, but not so high that the thrust is never a higher-damage option). 

    Per your suggestion, yes, that could be handled instead by thrust damage with a +1 or +2 bonus per die. Basic thrust damage itself, too, could be reworked as you say, as some basic (punching, I presume) damage with a number of immediate special effects, without necessarily a damage bonus over that basic damage. 

    All that said, I think GLAIVE's basic setup is how I would handle melee damage if creating a GURPS-like framework from scratch: Drop any thrust vs swing damage progression entirely. Have only a single, basic progression for ST-based damage, which handles unarmed strikes; then give any weapon a +X damage add for thrust and a separate +Y damage add for swing. That sensibly sets the thrust vs swing damage difference as dependent upon the weapon's characteristics.

  • Rules Nugget (GURPS): New Damage for ST   21 weeks 1 day ago

    The additions to damage from ST work as you say at a limited range, but not at higher ST; starting at around ST 70 or so, damage is +10 ST = +1d damage, for both thrust and swing alike. That's one of my minor beefs with ST; lack of a true consistent progression is what prevents ST-based damage from meshing in interesting (and possibly useful) ways with damage from firearms etc.

    If a revised, consistent damage progression does interact nicely with considerations of firearms and penetration and so on, I'm glad to hear of that as another benefit!

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