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A couple of recommendations: GURPS players, check out what's at The GURPS Diner. The house special is GULLIVER, an easy rules expansion for creating and playing odd-sized creatures. To see the lunch, dinner, wine, and kids' menus all at once, peek at the site map. Take your time; the busboy will be along shortly to clear you a place.

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3e

Summary of ways to handle power-vs-weight in GURPS creatures

Submitted by tbone on Fri, 2008-04-11 13:44.
  • unspecified
  • rules
  • 3e
  • 4e
  • game design
  • GURPS
That's just what it is: a simple summary of ways to handle this matter in character/creature design. Short and sweet.
  • tbone's blog
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Rules Nugget (GURPS): Die, Monster, Die!

Submitted by tbone on Mon, 2007-12-10 12:57.
  • nuggets
  • 3e
  • 4e
  • combat
  • GURPS

"Uhn... too weak... passing out..."

That's fine for battle-battered heroes, but do we want dumb monsters conked out in combat? Here's a simple way to have beseiged beasts raise bloody hell – and then properly die – like good monsters should.

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Rules Nugget (GURPS): Distance, Time, and Speed in Falls

Submitted by tbone on Mon, 2007-10-29 19:42.
  • blog
  • nuggets
  • 3e
  • 4e
  • GURPS
BS 431 offers a nice table for putting falling distance together with velocity. But did you know you've already got a tool for generating those numbers? You guessed it: that ever-handy Size and Speed/Range Table. It'll even tell you how long it takes your PC to plummet off a cliff. Or calculate spacecraft travel statistics. And other fun stuff.
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Rules Nugget (GURPS): What's a Miss?

Submitted by tbone on Fri, 2007-10-05 13:19.
  • nuggets
  • 3e
  • 4e
  • GURPS
How badly does a "miss" miss? Can a miss be a simple failure to attack? Should those questions ever matter in the game, here's a simple suggestion that breaks down the miss.
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ESCARGO: Exponential Skill Costs: A Radical GURPS Option for 3e

Submitted by tbone on Fri, 2007-07-06 01:41.
  • rules
  • 3e
  • ESCARGO
  • GURPS
A look at an unusual option for GURPS: skill and attribute costs that just go up, up, up. It looks odd, but offers a surprising number of nifty benefits. Put on your game engine-hacking cap and read on...
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GLAIVE for 3e

Submitted by tbone on Wed, 2007-07-04 02:06.
  • rules
  • 3e
  • GLAIVE
  • GURPS
GLAIVE is an original set of rules for weapon design and related topics, for GURPS 3e.
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GUTHS: GURPS Unified Theory of Hitting Stuff

Submitted by tbone on Thu, 2007-05-31 18:59.
  • blog
  • rules
  • 3e
  • 4e
  • combat
  • GURPS

Okay, here's a topic I've yabbered about enough on my site and in forums, but it still pops up often as a frequent GURPS player question. I'm going to post a one-stop overview here, which I can point to when the topic next comes up.

Why do ranged and melee TH use different rules in GURPS? What happens when a weapon is really big compared to the target? What happens when combatants are odd-sized? Does SM apply in melee? If so, how can two tiny combatants possibly strike each other? Why can't ranged weapons get a bonus for really close range? And if they can't, again, how can tiny shooters ever manage to blast each other?

All is answered: there exists a GURPS Unified Theory of Hitting Stuff (or GURPS Unified TH System; it's GUTHS either way). Read on.
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GURPS Lite + Caverns & Creatures = instant fantasy RPG

Submitted by tbone on Mon, 2007-03-26 02:01.
  • announcement
  • 3e
  • GURPS
Have you heard this one before? "Why can't SJG offer a simple fantasy expansion – something less than the full Fantasy or Banestorm – to bring in the newbies to GURPS, especially from D&D?" Well, leave it to the fan base to deliver. The hardworking Tail Kinker has released a second edition of Caverns and Creatures, a fantasy supplement for GURPS. Read on.
  • tbone's blog
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FEND: Fully Enabled Defenses for GURPS 3e

Submitted by tbone on Fri, 2007-02-23 13:15.
  • rules
  • 3e
  • combat
  • FEND
  • GURPS
  • updates
Of all the rules hacks at the GURPS Diner, this is surely the least ambitious. It's a look at a simple, single, "for the heck of it" rules change: handling defenses with regular skill rolls, instead of the oddball "skill/2" mechanic.

As always, it's yours to use, abuse, or refuse, as you choose.
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Attributes: ST and Speed

Submitted by Esteemed Visitor on Mon, 2007-02-19 00:35.
  • General GURPS
  • 3e

The first time I saw GURPS I din't like the four attributes. In D&D you have 3 physikal an 3 mental attributes. I looks like in GURPS you have 3 pysikal and 1 mental attribute. I like symmetry, so I din't like the GURPS attributes.
I don't think so any more becaus for one is IQ a physikal attribute too (that's what you have your brain for) and on the other hand ST, DX and HT are used by ghosts too and play a role in mental task (like spells).

So you have 2 attributes, IQ and DX, used for Skills and you have ST and HT for hit points and fatigue (one way or the other). Thats symmetrical.
But Speed goes with HT+DX, breakng the symmetry.
Is there somthing to say about ST+IQ? I think demons brake pentagramms that way, but appart from that nothing commes to my mind. And why does ST has no role in Speed.

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