4e
Summary of ways to handle power-vs-weight in GURPS creatures
GURPS Banestorm: A Reading with T Bone
Rules Nugget (GURPS): A Better Cost for ST
Quick Quibbles with SM in GURPS 4e
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:Rules Nugget (GURPS): Die, Monster, Die!
"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.
Rules Nugget (GURPS): Distance, Time, and Speed in Falls
Rules Nugget (GURPS): Shields, Size and Cover
Rules Nugget (GURPS): What's a Miss?
DECIDE implementation notes
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.
GUTHS: GURPS Unified Theory of Hitting Stuff
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.
















