• GLAIVE Weapon Design System for the d20 System

    d20 version and article by Tail Kinker ( http://tailkinker.batcave.net ) Based on GLAIVE, by Tbone. Call me a traitor. I don’t care. I’ve grown to really like the d20 system. Doesn’t mean I’ve given up on GURPS. Far from it; my GURPS library remains central to my gaming needs. Not just for running, but as a bridge to other systems – like d20. But the weapon system for Dungeons and Dragons is just plain dreadful. So here I go, trying to update it. This system will not faithfully reproduce the weapons from Dungeons and Dragons, but if used consistently, will give a good play-balance while fixing some of the more…

  • Further clarifying DECIDE!

    What’s the basic “unit” of RPG play? I’d call it this little exchange or interaction: 1. Something – some event, stimulus, something – happens.2. Players weigh the likely consequences of that something, and state how they respond.3. Based on the that interaction, the holy trio (GM, Players, and Game Rules) determine the outcome. And from that little procedure, you build a scene, a session, even a campaign – it just depends on how many times you rinse and repeat. There is in GURPS one small, wacky, but mostly harmless exception to this core unit. Defense rolls. That’s right. Defense rolls, by curious rule fiat, twist that 1-2-3 order to 1-3-2.…

  • First question about bunny attacks

    There’s a first for every question. The Q and my A: I have a question though about a combat action that does not seem to be included in the rules. I have seen official GURPS rules that cover this technique in only one book, GURPS Bunnies & Burrows, in which the maneuver is called “Ripping”.The basic idea is that a bunny (and presumably other similarly built animals) can grapple a foe with its front paws and/or teeth, and then use its hind legs to rip into a foe’s torso. In B&B’s game terms, once a foe is grappled, the rip is done at skill-2, the defender is at 1/2 dodge,…

  • Martial arts in games

    Interesting news bit: In preparation for the World Cup games, police in Japan have developed a gun that shoots a 25-m square net over fans who bring just a bit too much enthusiasm to the proceedings. Specifically, the police are worried that their standard method to rein in rowdiness — judo-based restraining moves — may prove difficult against hyped-up, beefy European hooligans. (Like the police, we’ll politely refrain from specifying British. Oops, just did.) A comment from the World Cup security division, Sapporo HQ, Hokkaido Prefectural Police: “Of course, martial arts form an important part of our training, but if you take the size and power factor into consideration, (the…

  • Game design musing: combat pacing

    Know what’s one of the hardest development tasks for a GURPS add-on — heck, for just about any RPG? A slick system for variable action times. That is, rules to allow one character to perform certain actions (typically attacks) twice as fast as another, or five times for every four of a foe’s, etc. HERO’s Speed stat doesn’t quite have it. It’s great that Speed 10 lets you have an action rate a little slower than Speed 11, which is a little slower than Speed 12. . . but what about a creature a little slower than the human norm of Speed 2? The only level allowed below that is…