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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...

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...

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...

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:

When you close a distance gap to attack, you give the defender more time to react than you do by starting out close enough to strike. Game that consideration with this simple rule:

  • If the attacker needs to Step or Move to get within striking Reach, the defender gains +2 on Active Defense vs the attack.
  • 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 in close combat and strikes in close combat (even if he then moves away), the defender takes -2 on Active Defense vs the attack.

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

The second case 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).

It's 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

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...

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

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