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RPG science: Dinosaurs heavier than thought?

Pot-bellied predator?

"Dinosaurs may be lighter than we thought!" That's the news item I welcomed in RPG science: Designing dinosaurs just got easier? a couple of years ago. I liked the sound of that discovery, as the crushing weight of dinos made realistic designs a challenge when considering the effects of weight vs power.

But now? T. rex was bigger than thought, mused paleontologists more recently – over 9 tons for the Chicago Field Museum's resident specimen, Sue ("I'm not fat, I'm just really big-boned"). So we may be back to super-heavy reptiles (go easy on the carbs there, Rex!), and back to various tweaks needed to keep the big dinos mobile under design rules that consider weight.

None of it's a problem. The T Rex designs in my linked article above still work great, even if you want to boost the weight and the required support for it. Don't worry if your final design comes out a wee ponderous, as the new heavy-dino hypothesis suggests a T Rex top speed that's awfully modest for such a big predator: 10-25 mph (about Move 5-12 in GURPS terms).

The big range of that estimated top speed is a reminder of just how much sheer guess work palentologists still have to deal with – so if you want to stick with lighter weights, that's fine too. Which leads right to the key point: While it's an amusing diversion to try "designing" realistic dinos using detailed rules, in the end you can just slap on whatever power, agility, Move, and so forth that the game scene calls for. If you scare the bejesus out of the PCs, you've found the right numbers.

Whatever the poundage, T Rex will always be the king of the dinosaurs. Even if the T stands for "tubby".

Rules Nugget (GURPS): Throw Like You Mean It

Does not throw like a kobold.

Intro: "You throw like a kobold"

GURPS' thrown weapon stats neatly spell out the best distance (Maximum Range) you can achieve with a toss. These are multiples of Strength, typically STx1.5 for heavier weapons (spear), STx1 for very light ones (dagger), and STx2.5 for middle-weight weapons that hit a sweet spot for distance (throwing axe).

Working from those stats, Conrad the Bavarian and his ST 16 can hurl a javelin 16 x 2.5 = 40 yards. In battlemap terms, that's right off the dining room tabletop; it's a throw that should send even the hardiest of orc miniatures fleeing to a safer distance. With some Extra Effort, Conrad could hit 45 or even 50 yards. 

And yet, our human arbalest may be chagrined to compare his toss against modern track and field records. The current men's world record holder, Jan Železný, chucked a javelin over 98 meters (well over 100 yards!) in 1996; on the women's side, Barbora Špotáková beat 72 meters in 2008. There's no need for a game to worry itself with accurately simulating sport throws, but aren't the rules holding something back from battlemap hurlers?

One problem is that the rules grant Conrad nothing for running like a true javelin thrower. Another disadvantage, less immediately obvious, is this: As with any normal attack, a weapon throw has Conrad return instantly to a defensive combat stance, ready to dodge knives and arrows. That sounds fine for close-in fighting, but it's all wrong for athletes in genteel competitions, or even battlefield spear-throwers safely out of reprisal range. Conrad needs the option to forget defensive caution and throw like he means it.

This rules nugget doesn't overhaul throwing rules or recreate sporting records. It merely hands fighters (or athletes!) in the game a couple of options they're missing to go the distance.
Read more...

Rules Nugget (GURPS): Duck!

Duck!

Intro: "Not the face!"

Ducking your head beneath a blow, or pulling a hand out of harm's way, is much easier than shifting your whole body in a split-second. It's simple to game this in GURPS. Read more...

Updated DECIDE defense tweak

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I've made an update to DECIDE, the suggestion that combatants make defense decisions without unnatural prior knowledge of whether attacks will succeed or not. It's a GURPS article, but can apply to any game handling defenses in a similar manner. 

On the topic of whether to use DECIDE with melee as well as ranged attacks, I've changed the article's options from 1, 2a, and 2b, to 1, 2, and 3. For Option 3, I've made a change first discussed in DECIDE implementation notes: a change from the -1 "last-second defense" penalty vs melee weapons to a 0, and a blanket +1 to all "immediate defense" rolls that don't wait to check TH.

This is arguably how the option should have been designed from the start. It lets fighters make normal GURPS defenses ("first check TH") vs melee weapons at no bonus or penalty, and awards an attractive +1 penalty vs any attack when the fighter quickly commits to defending. The net effect: DECIDE becomes nicely "invisible" in melee combat, staying out of play unless a fighter opts for its effects. That's the sort of option I like!

Thousands of visitors have checked out the DECIDE page; if you haven't (or just haven't done so in a while), please do!

GLAIVE Mini: Weapon Builder System for GURPS

Weapon rack png

Don't settle for off-the-rack weapons from the local blacksmith. Build your own! T Bone's Games Diner is proud to present GLAIVE Mini, your super simple, single page weapon builder system for GURPS. Read more...

Minor GLAIVE for 3e update

crier.png

I've made a very minor update of the GLAIVE system for detailed low-tech weapon design, to v2.1. It's a minor clean-up of writing, including friendlier compatibility with GURPS 4e. The end product is still GLAIVE for 3e, not 4e, but with the minor changes noted should play nicely with 4e. (Sorry for not being more ambitious, but I say there's no sense in undertaking a full reworking for 4e until we see what the coming GURPS Low-Tech will bring to the weapon design arena!)

(EDIT: Oops, title should be "...GLAIVE for 3e...", not "...4e...". Fixed.)

GURPS Range Ruler launched on e23!

GURPS Range Ruler

It's here! Steve Jackson Games' e23 Store now offers the Range Ruler, a tool for finding battle map combat ranges without counting hexes. It's based on a design I submitted to SJG, and after a kind reworking by the pros there, maintains pretty much the same look, down to the the corny text and this site's URL.

(About the only thing not there is my requisite attempt at an abbreviation. The best I could do was GURPS Range Indicator Plank (GRIP), to which Dr Kromm sagely suggested the much better GURPS Range Increment Plotter, before someone apparently nixed abbreviations altogether. Probably for darn good reason!) 

Best of all for you, the GURPS Range Ruler (GRR?) is FREE! It won't cost you a shekel. (If you'd like to offer a kind word or other token in thanks, please do so!) So print some out, arm the table, and get down and tactical on any surface, with or without battle maps. Oh, and while you're on e23, buy GURPS stuff. It's fun!

GURPS Range Ruler

"Magic" Skill for GURPS

wizard

GURPS was long funny in that it offered skills for each and every specific application of magic (i.e., hundreds of spells), but no skill to cover a mage's overall understanding of magic itself.

Such a skill – name it Magic for simplicity – both fills that gap and lets you fine-tune magic in your campaign, in at least 10 fun ways. This old article was written for GURPS 3e and its Magic skill is at least partially duplicated by the Thaumatology skill that later appeared in GURPS Grimoire and then 4e Basic Set, but the notes may hold a new idea or two for your 4e games. Read more...

Pricing breadth: Talents and Wildcard skills in GURPS

Warning

Here's a quick example of putting the ideas in Game design musing: Pricing breadth in skills to work:

GURPS' Wildcard skills (BS 175) allow purchase of multiple skills for the price of three; Talents (BS 89) allow a bonus to many skills (plus other minor benefits) for a fraction of the eventual cost of full levels in those skills. Both share fuzziness in common: There's no stated limit on on how many skills a Wildcard skill covers (so why stop at 10 if the GM will allow 20?), and you can freely choose the number of skills a Talent covers, within the limits of its group size (gee, should I take one skill or six for the same 5-point cost of a small group?). 

There's no big problem in all that, but what if you wanted more varied costs to reflect the number of skills covered? The "Zeno's method" suggestion in those breadth rules offer a solution: Read more...

Rules Nugget (GURPS): New Damage for ST

Thor for the win

Intro: Refinishing the table

What's wrong with GURPS' table linking ST scores to thrust and swing damage? Nothing! It's done its job for over 20 years, and so far no one's gotten hurt. (Except all those on the target end of ST 14, 2d swings, of course.)

But a little thing like "it works well enough" never thwarts the compulsive rules hacker! Nay, the tinkerer's quibbles must out.

First, wouldn't it be swell if damage followed ST in a neat, linear relationship? (Necessary, no; nice, yes.) That's certainly not the case now, where neither thrust nor swing damage follows any observable pattern connecting it to ST. 

Second, what's with the relationship (or lack thereof) between thrust and swing values? For a while, swing damage is roughly twice thrust damage (clearly so at ST 14 and ST 22), but then begins to increase more slowly, until it tops out at only thrust + 2d for very high ST scores. That means the higher the ST, the more that thrust and swing become effectively the same thing.

Below is an optional reworking of the damage table that addresses both of those quirks with clean, easy-to-remember damage values. The progression is so regular that you'll only need a small subset of the table on paper or in your head, with all other values computable on the fly! Read more...

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