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This site is full of original material for players of table-top role-playing games. Input and collaboration is welcomed! Please read more about the site here. Or just dive in to whatever looks interesting.

A couple of recommendations: GURPS players, check out what's at The GURPS Diner. The house special is GULLIVER, an easy rules expansion for creating and playing odd-sized creatures. To see the lunch, dinner, wine, and kids' menus all at once, peek at the site map. Take your time; the busboy will be along shortly to clear you a place.

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combat

Rules Nugget (GURPS): Die, Monster, Die!

Submitted by tbone on Mon, 2007-12-10 12:57.
  • nuggets
  • 3e
  • 4e
  • combat
  • GURPS

"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.

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Rules Nugget (GURPS): Shields, Size and Cover

Submitted by tbone on Mon, 2007-10-15 18:22.
  • blog
  • nuggets
  • 4e
  • combat
  • GURPS
  • updates
This rules nugget looks at two separate but complementary items: the very simple interaction between a shield and its wielder's size, and the more involved matter of letting shields provide cover instead of a DB bonus.
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DECIDE implementation notes

Submitted by tbone on Tue, 2007-09-25 18:28.
  • blog
  • 4e
  • combat
  • game design
  • GURPS

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.

  • tbone's blog
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DECIDE: Drop Excess Combat Info from Defense Evaluation

Submitted by tbone on Tue, 2007-07-10 16:29.
  • rules
  • combat
  • GURPS

What's this about? A simple rules tweak: running active defenses without the defender knowing the TH roll results in advance – a piece of information that, in many cases, the defending character could not reasonably know. It's a GURPS article, but could apply to any game system that runs defense rolls in the same way.

I've been a vocal (if not quite proselytizing) proponent of the proposal below; I'll daringly call it "the biggest pro-realism, pro-roleplaying bang you can get from a zero-bookkeeping, zero-extra-rolls, zero-effort rules tweak".

DECIDE is a re-named revision of the article "Revised Defense Flow in GURPS", which remains viewable.
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GUTHS: GURPS Unified Theory of Hitting Stuff

Submitted by tbone on Thu, 2007-05-31 18:59.
  • blog
  • rules
  • 3e
  • 4e
  • combat
  • GURPS

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.
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FEND: Fully Enabled Defenses for GURPS 3e

Submitted by tbone on Fri, 2007-02-23 13:15.
  • rules
  • 3e
  • combat
  • FEND
  • GURPS
  • updates
Of all the rules hacks at the GURPS Diner, this is surely the least ambitious. It's a look at a simple, single, "for the heck of it" rules change: handling defenses with regular skill rolls, instead of the oddball "skill/2" mechanic.

As always, it's yours to use, abuse, or refuse, as you choose.
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Attack speed

Submitted by Esteemed Visitor on Sun, 2007-02-18 23:51.
  • General GURPS
  • combat

Hi there.

I just read the "It's About Time" articles and GLAIVE.
(http://www.gamesdiner.com/about_time_part1
http://www.gamesdiner.com/about_time_part2
http://www.gamesdiner.com/about_time_part3
http://gamesdiner.com/gurps/glaive.htm)

There are some thought:
Normaly a character in GURPS get two actions per turn. By default thats one defence and one attack.
A player opting for an AllOut-something can do to differnt things:
1) He/she can trade an attach for an defence and vice versa.
2) He/She can merge the two actions into one. Getting a bonus to ToHit or to damage or defence.

The first thing can be put down to "You have two actions. Do as you willst."

On the other hand there are mechanics that allow the player to get more attacks (e.g. the Jab in Boxing) or to trade ToHit for a malus on ToDefend for the "victim" (Fast Attack or Fast Blow in one of the Compendiums. Can't remember).

I think that all follows the same machanics and should be put together. And I think the Ready Penalty from GLAIVE fits in perfectly.

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Mass Appeal

Submitted by Esteemed Visitor on Mon, 2006-12-04 10:06.
  • General GURPS
  • 4e
  • combat
  • GULLIVER
  • GURPS
Some thoughts on including the effects of Mass in GURPS
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European Martial Arts in Role-Playing: Where are they?

Submitted by tbone on Wed, 2006-10-11 15:53.
  • Content stuff
  • article
  • rules
  • combat
  • GURPS
  • historical
"GURPS Japan has them. GURPS Swashbucklers has them. GURPS Rome has them. Why doesn't GURPS Middle Ages?" Sure, all throughout history Europeans have proven their adeptness as killing each other en masse, but they also did it mano-a-mano with more flair than you may have realized. A great look at historical fighting techniques in the lands of knights.
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GURPS thoughts: Can "too high" defenses be a good thing?

Submitted by tbone on Fri, 2006-09-22 16:29.
  • blog
  • commentary
  • 3e
  • combat
  • GURPS
I won't be able to post things next week, so here's some recycled material for approaching visitors. While searching through old email, I found the following post I'd made to the Gurpsnet mailing list. In a thread on armored GURPS 3e fighters having much-too-high defenses, I respond to one poster below. 4e greatly alleviates the problem by eliminating PD, but it may still be an issue for some players. It does summarize what is to me an important point: the game should accommodate "too high" defenses when those are warranted!
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