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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!

T Bone's Games Diner TAKEOUT MENU #006

THE TAKEOUT MENU: Flyaway Missives from T Bone's Games Diner
#006, Sep 16 2010 Read more...

Sports throwing skills in COSH

Discus throw

The old GULLIVER for GURPS 3e details throwing skills for use in sports, not combat. Generally, these gain a hefty distance bonus in exchange for several drawbacks: 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!)

Come to think of it, perhaps these special skills can be built nicely using COSH, the system for modifying and building combat skills in 3e. Hmm, it's worth a try! If this sort of thing piques your rarified interests, break out the COSH page along with a copy of GULLIVER LITE for 3e and read along: Read more...

Rules Nugget (GURPS): Shields and Cover

Shields and Cover

Intro: Under Cover

This rule looks at the matter of letting shields provide cover instead of a DB bonus. That option offers some interesting benefits, from a nicely-restored (in 4e) ability for shields to protect passively, to detailed protection by body location, to shield walls and other defensive tricks. It all meshes nicely with existing game rules for cover, too. Read more...

GLAIVE weapon design system: 4e-friendly spreadsheet and thoughts

Build it with GLAIVE!

Ahoy! Many thanks to all those in the past who have contributed to or commented on GLAIVE, a low-tech weapon design system for GURPS 3e.

I recently received a couple of inquiries about updating the project for 4e, along with 4e-flavored updates for the spreadsheet aid originally created by Ryan Williams. An updated spreadsheet alone doesn't make the project fully 4e-ready, but sure goes a long way toward it!

The spreadsheets are posted for readers' benefit. Along with them come the obvious questions:

Is there a need to update all of GLAIVE for 4e? Is there any interest? What form would it even take?

There's a new forum topic for anyone interested in discussing.

Updating GLAIVE for 4e

EDIT 2008 07 12: Added second spreadsheet and notes.

I was recently contacted at the same time by two good souls asking about the possibilities of a GURPS 4e update for GLAIVE, my weapon design system.

Questions and concerns

I appreciate the inquiries, and gave it some eager thought. But my response to both included the following reservations:

 I like GLAIVE, and would like to see a 4e version... but I haven't been thinking much about it. Some reasons:

1) Among the various toys on my site, it really hasn't resulted in much feedback over the years. I have to take that as a sign of lukewarm interest among readers.

2) I think 4e makes the weapon design process more difficult, simply by increasing the number of weapons (esp. w/ MA) that would have to be "reverse engineered" into the system. (That is, there are more weapons now whose stats the system would have to at least roughly match.)

3) Some new 4e-related questions would have to be answered. Example: the "U" stat for some weapons - is that a factor of the skill used or of the weapon itself? If I'm not mistaken, that answer remains unclear.

4) Isn't Low-Tech already planning a weapon design system? If so, there's not much point to making another system, when most players will use the "official" one anyway.

5) I've been working on my own set of original game rules, which includes weapon design as well. And for a rules developer, making an original, fresh-start  system is more fun than trying to force a rules set to fit another game's legacy stats! : )

None of those concerns make an update impossible, but they're reasons why I haven't thought about it much.

On top of that, there's the big question of just what a GLAIVE for 4e would be. Should it be simply a way to arrive at fully RAW-compliant weapon stats through a design process? Or should it, like the 3e version, take some liberties with RAW (such as ditching the ST-based swing dam stat) so as to arguably arrive at better results?

Should there also be, like the 3e version, a super-simple quick-build system, and should there be, unlike the 3e version, a new system for "scaling" existing designs up and down?

Would the project call for a similar foray into armor design?

Plenty of questions await, and per the above, I don't even know that there's a great deal of interest out there. 

Spreadsheets

The old GLAIVE article includes a link to a spreadsheet by Ryan Williams. Both of my recent inquirers have updated that spreadsheet with some ideas, and have given me permission to include them here. They're great updates with good 4e tweaks and more.

Spreadsheet by Diomedes

Diomedes includes the following notes on his update:

1. Melee Weapons    
    a.    The only major change is that Effective Load ST is now based on BL; Recovery has been doubled to account for this.
    b.    I've added entries for skill penalties to the weapon for weight and, for two-handed use, length.
    c.    In addition to the Effective ST and Damage Add, there is a second Damage Add stat, giving the modifier to basic thrust damage, instead of Effective thrust damage.
    d.    Ready Penalties are no longer rounded, enabling use for all three sets of readiness rules in the GLAIVE document.

2.    Bows    ––    There are two sheets for bows.  The first is close to the original GLAIVE system, substituting one-half Basic Lift for Load ST in the original.  Since BL is proportional to the square of ST, this allows strong characters to use very strong bows.  The second sheet recalculates bow use from Striking ST, bringing the numbers back into line.
    a.    The Damage rules use the Advanced rules, computing range and velocity from Firing ST, and using that to find Damage ST, which, like for Melee Weapons, is backed up by a simple modifier to base ST.
    b.    The spreadsheet is designed to account for outsized arrows.  As per GLAIVE, apply the modifier to damage (not Damage ST).

3.    Thrown Weapons    ––  This page uses the thrown weapon rules from GULLIVER.  Note that range is heavily influenced by skill.

4.    Slings    ––    This page uses the GLAIVE suggestions on slings, using the bow rules for range, and otherwise treating them as swung weapons.
    a.    The spreadsheet does not incorporate the suggested +3 across-the-board damage bonus for slings, resulting in weapons that are underpowered compared to GURPS standard.
    b.    Damage, however, varies by projectile weight.
    c.    Range is affected more by skill than ST.
    
5.    Experimental Slings    ––    This is a thought experiment, an attempt to model slings with the throwing rules, declaring the sling to be an extension of the arm.
    a.    In this case both range and damage are affected by projectile mass, and skill still plays a role in range.
    b.    Sling weight is ignored for one handed use, and is only part of a staff sling for two-handed use.

Spreadsheet by Demi Benson

Notes on this spreadsheet include:

- The only user-entered fields are in yellow, everything else is generated data.
- "User's Combat ST" should be "Striking ST" in G4e terminology, and "User's Load ST" should be "Lifting ST".
- Arrow weights changed from 3rd edition to 4th edition, so depending on which you use, effective ranges change. I believe the "Damage Multiplier" value at E9 was based on 3rd ed weights, but the calculation  hasn't been updated since it wasn't in the 4th ed rules conversion notes.
- The B and E columns show the calculated values, and the integer amounts for game mechanical values that cannot be decimal. The C and F columns show the non-truncated values, for the sake of curiosity.
- Lines 22 and 23 show the GURPS ranges: column B shows calculated range in yards, column E shows range as a ST multiplier. e.g. "x9/x14".
- Lines 25 and 26 show the two alternate methods for determining effective Bow ST.
- There aren't any reality-checks on the user's data - you can make a tripod crossbow with ST 1000 and a 1 foot wide bow.

Next?

If there's interest out there in discussing the topic, great! Let's hear from you. 

If not, then at least visitors can benefit from the two spreadsheets, for use in play or further tinkering.

Thanks to all who ask about and have contributed to GLAIVE!

It's here! GULLIVER Mini for GURPS 4e!

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We interrupt your browsing for a special infomercial from T Bone's GURPS Diner.

Hmm. Well, since we can't run actual infomercials here, I can at least show you the script. Read more...

FEND: Fully Enabled Defenses (GURPS 4e/3e)

Dueling knights

Defense stats in GURPS are based on skill divided by two, an odd mechanic not used elsewhere in the game. What if defense used full skill, just like any other skill-based action?

This GURPS rules hack is a look at a simple, single, "for the heck of it" rules change, followed by the usual commentary. As always, it's yours to use, abuse, or refuse, as you choose. Read more...

Core creature scaling rules for 4e

- REMOVED ATTACHMENT FOR MINI v0.4. PLAYTEST OVER! –  

What to include in a mini mini upgrade version?

Do include

The basic rules:

  • Get Linear Scale from SM.
  • Set base ST, DR, and weight.
  • Multiply ST and DR by Linear Scale. HP and BL take care of themselves.
  • Multiply weight by the cube of Linear Scale.

Quick notes on fractional stats

Quick notes on DX, IQ, HT

Notes on Move, Reach, sustenance, combat effects ("use relative SM in melee")

Maybe include

Notes on setting SM

What else??

 

THE TAKEOUT MENU #001

THE TAKEOUT MENU: Flyaway Missives from T Bone's Games Diner
#001, November 17 2006

 

Good day, intrepid subscribers. Allow me target your mailbox with this blast (ROF 1, Acc 0, Affliction: Sleepiness) from the GURPS Diner. Thank you for having signed up.

May this not be mailed out in error while I write the draft and test the newsletter system. I apologize for the HTML-formatted mail; the plain text version is formatting all wrong. I hope to get it right next time.

This issue: A few news items, a little musing on updating old material, and then some requests for your help.

 

===SITE NEWS=== Read more...

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