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More Star Frontiers goodness

Star Frontiers

Ooh, here's an accomplishment most trivial: This site's Star Frontiers to GURPS 4e Conversion Notes page ranks #1 on a Google search for "star frontiers gurps". That just might be my first first ever.

There's even more Dralasite-steeped goodness out there than I realized, though. Check out Star Frontiersman Magazine, a slick-looking magazine of all-new fan material, plus remastered versions of all the original books. That's some serious fandom at work!

For the GURPSters, there's another conversion page out there, GURPS Star Frontiers Conversion, a PDF that starts with this site's conversion but makes changes where the author disagrees. (What items those would be, I don't know; I don't see who made the conversion.)

Those links are now on my conversion page. Hasbro has allowed the Star Frontiers downloads, or so I've heard repeatedly, so both original book PDFs and the remastered goodies appear kosher. Whether you play GURPS, another system, or are open to SF's own rules, it's a full space opera setting ready for the taking. Enjoy!

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.)

Distance and defense: Tiny tweak for GURPS combat

Combat at ranges

Here's a minor, yet-untested melee idea that came up during chatter over some GURPS combat scenarios:

Closing a distance gap to attack gives the defender more time to react than starting out close enough to strike. Game that with this simple rule:

  • If the attacker needs to Step or Move to get within striking Reach, the defender gains +2 on Active Defense.
  • If the attacker begins his turn within striking Reach (even if he chooses to Step or Move anyway), there is no mod to Active Defense.
  • If the attacker begins his turn and strikes in close combat, the defender takes -2 on Active Defense. 

The first case represents having to first move to get within striking distance, handing the defender extra time (as well as an extra, clearly visible indicator that the attack is coming). 

The second case above is the default combat norm: You're already within range to strike, and you do so. Nothing special going on.

The third case helps model the "roaring and punching" aspect of close-combat free-for-all. Attacks come from so close, and thus come so fast, that it's hard to defend against them (or even see them coming in the first place).

All extremely simple to play out when using a hex map. How will it change combat? I expect the following: Read more...

Sports throwing skills in COSH

Discus throw

Peering inside the old GULLIVER for GURPS 3e, I was struck by a tidbit that should have made it into COSH, the system for modifying and building combat skills in 3e. The old GULLIVER nicely details some throwing skills for use in sports, not combat, generally handing them a hefty distance bonus in exchange for encumbrance penalties, a Ready requirement, and a big TH penalty. (Yes, a TH penalty. Track-and-field javelin, hammer, discus, and so on never require the thrower to actually hit something. What the heck? Let's get some man-sized targets out there, and go Spartan on the next Olympiad!)

If this sort of thing piques your rarified interests, break out the COSH page along with a copy of GULLIVER LITE for 3e (see links above), and read along: Read more...

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

Very tiny GULLIVER LITE for 3e update

Crier

The old GULLIVER LITE distillation of my GULLIVER for GURPS 3e rules is still available for all the retro 3e players out there. I noticed an embarrassing boo-boo in the text, though: long-outdated URL and email info. I updated those, took the opportunity to improve wording in a few more spots, and, despite no changes even worth noting, upgraded the version number from 1.1 to 1.2 just for the cheap rush of power. It's downloadable now, should anyone actually need it.

(Unrelated tech tangent: I'm pleased to see that ol' AppleWorks 6 still chugs along in OS X.) 

Oh, and an added note for the masses playing GURPS 4e: Don't forget that GULLIVER Mini now exists as a nice, free one-page expansion for building and playing critters of any size in GURPS 4e. If you haven't downloaded it, go get it now; if you have a gaming website, please let your readers know about it!

"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...

T Bone's Miscellaneous Old House Rules (GURPS 3e)

old house

Most old house rules have been absorbed into other works on this site. On this page are a few miscellaneous 3e tweaks – some much used, others tasted and soon forgotten – that didn't fit elsewhere. (A few now have some sort of simulacrum in GURPS 4e.)

It's all ramshackle old stuff (1997 or earlier!), but might contain something of interest for your modern GURPS game. 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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