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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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Tomes of Power

  • GURPS Basic Set: Characters, Fourth Edition
    GURPS Basic Set: Characters, Fourth Edition cover image
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  • Game design musing: Point-cost scale for stats

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4e

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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GURPS Banestorm: A Reading with T Bone

Submitted by tbone on Fri, 2008-02-29 17:59.
  • article
  • 4e
  • GURPS
How do you milk a fish? A milkfish, of course, the semi-aquatic Yrth mammal that offers meat, oil, and milk to its medieval domesticators. The brief description in GURPS Banestorm suggests a cross between a seal and a manatee. Plausible enough... but how do you get the milk out?
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Rules Nugget (GURPS): A Better Cost for ST

Submitted by tbone on Sat, 2008-02-09 14:02.
  • nuggets
  • 4e
  • GURPS
Some time back, D. Weber offered an interesting alternate suggestion for ST cost. It was a good idea when originally shoehorned into 3e's ST rules, and works even better under 4e. Take a look:
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Quick Quibbles with SM in GURPS 4e

Submitted by tbone on Tue, 2008-01-22 13:30.
  • blog
  • rules
  • 4e
  • GURPS

I'm glad that 4e now incorporates something as simple and basic as a size for characters! SM, what took you so long?

My friendly little quibbles with SM as s/he stands (Basic Set p 19) are as follows:
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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): Shields, Size and Cover

Submitted by tbone on Mon, 2007-10-15 18:22.
  • blog
  • nuggets
  • 4e
  • combat
  • GURPS
  • updates
This rules nugget looks at two separate but complementary items: the very simple interaction between a shield and its wielder's size, and the more involved matter of letting shields provide cover instead of a DB bonus.
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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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DECIDE implementation notes

Submitted by tbone on Tue, 2007-09-25 18:28.
  • blog
  • 4e
  • combat
  • game design
  • GURPS

DECIDE has been a busy little topic for discussion. In the spirit of designer's notes, here are additional notes not on the idea behind it, but on the specific implementation I used.

More under-the-hood musings for fellow monkey-wrenchers.

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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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