• general

    Rules Bit (GURPS): Distance, time, and speed in falls

    Intro: Easy as falling off a log BS 431 offers a nice table for putting falling distance together with velocity. But did you know you’ve already got a tool for generating those numbers? You guessed it: that ever-handy Size and Speed/Range Table. It’ll even tell you how long it takes your PC to plummet off a cliff. The below is a fine example of the tricks you can do with such a spiffy logarithmic tool. Turn to BS 550 and follow along: Distance, Time, or Speed: Pick one Given just one of those three values, you can quickly estimate the other two. The procedure: 1. Take the Linear Measurement column,…

  • general

    Rules Bit (GURPS): What’s a miss?

    Intro: “Missed me by that much!” There are two ways in GURPS to “miss” a target with your attack: either fail your TH roll, or have your successful TH roll thwarted by the target’s successful defense roll. The latter case is easy to understand: the attack was “on target”, but the target avoided it. This article will look at only the former case, the failed TH roll. I’ve always played this as an off-target attack, plain and simple: the bullet whizzed past the target, the sword thrust stopped short, and so on. But other interpretations float about: namely, the idea that a “miss” might actually represent the attacker hesitating –…

  • general

    DECIDE implementation notes

    DECIDE has racked up many comments on this site, as well as in a related SJG forum thread. http://www.gamesdiner.com/decidehttp://forums.sjgames.com/showthread.php?p=458795 While the idea behind DECIDE is solid, any specific implementation is a throwaway item: there are plenty of possible implementations, and you can easily drop one you don’t like and replace with another, all without tossing out the core idea. So I’m not too interested in debating implementations; any will generally fall under “yeah, whatever works for you”. But in the spirit of designer’s notes, here are thoughts on why I use the implementation I do, with commentary on objections to it: On melee My implementation allows any defender a choice:…

  • general

    DECIDE: Drop Excess Combat Info from Defense Evaluation (GURPS 4e/3e)

    In a combat, GURPS has us ask defenders this question: “The attack will hit you. What do you do?” What if, instead, we asked this: “The attack might hit you. What do you do?” From will to might: that single-word change is arguably a much more realistic representation of the knowledge a defender would have – in many cases, the knowledge that a defender possibly could have – in battle. It suggests interesting implications and tactics, for no extra complexity in play. 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,…

  • general

    ESCARGO: Exponential Skill Costs: A Radical GURPS Option (GURPS 4e/3e)

    ESCARGO is an experimental look at an unusual option for GURPS: skill and attribute costs that just go up, up, up. It looks odd, but offers a surprising number of nifty benefits. Put on your game engine-hacking cap and read on… History v1.0: Creation date forgotten. v1.1 update (2003/01/24): With help from reader feedback, have clarified conditions that do and don’t work for setting skill cross-defaults. Added PDF skill cost table. Made other small improvements. Some reader feedback comments are noted in dark red text. Special thanks to J. Schipper, P. McCurry, D. Weber, and D. Cole. v1.2: Moved to main Games Diner site. v1.3 (2008/11/26): Cleaned up. v1.4 (2009/08/16):…

  • general

    GLAIVE: GURPS Light Arms Invention Expansion (GURPS 3e)

    GLAIVE is an expansion for creating your own low-tech melee or ranged weapon for GURPS 3e, with detail like nothing ever built for the game (or any RPG??). Arm yourself with GLAIVE! Note: This is the original, detailed GLAIVE system designed for 3e. For a simpler, shorter, 4e-ready system, see GLAIVE Mini. Got some d20 gaming in mind instead? Head straight to this nifty reader-contributed conversion: GLAIVE Weapon Design System for the d20 System.   History v1.0: Created 03/03/14 v1.4 update (2003/07/14): Dropped COSH from GLAIVE and gave it its own page at the Diner. v2.0 update (2004/04/12): Excised the Weapon Design System from GULLIVER and brought it to GLAIVE. Only…

  • general

    Game design musing: Point-cost scale for stats

    A post on the SJG forums: Originally Posted by DouglasCole The value of that extra level of stat/skill very much depends on what kind of challenges the PC will be facing. I don’t have any comment on attribute cost vs skill cost (not here and now, anyway), but on flat vs rising costs, DC’s wise remark above inspires the following note: Point and counterpoint I have an oddball article online that asks what would happen if skills and attributes (stats below) both used perpetually-rising costs: ESCARGO. Doing so offers all kinds of potential benefits. Yet as noted somewhere in the text, it’s only a theoretical “what if” discussion, and I’ve…

  • general

    GURPS Unified Theory of Hitting Stuff (GUTHS)

    Big edit 2020-09-05: Rewrite to accommodate a recent clarification of a long-standing GURPS rule (a recent clarification to me, anyway!): In GURPS (and its offshoots like Dungeon Fantasy Roleplaying Game (DFRPG)), a target’s SM acts as a TH modifier for ranged and melee attacks against that target. That “melee” part is the clarification: it’s not made clear in the Basic Set (see this post in this forum thread), and many players (including me!) always assumed that the Basic Set didn’t make SM a TH mod in melee combat. But the official rule is that SM is a TH mod for melee attacks and ranged weapons alike. So there it is. That revelation prompted…

  • general

    GURPS Metric

    Article by Ben Finney This document presents many of the rules in GURPS Fourth Edition that refer to measurements, and converts them to the world-standard SI (modern metric system) measurements. Article notes Attached to this page are three files: XHTML and RST (reStructuredText, given .txt extension here) files with the article content, and the license file. [Note: As of this writing, the XHTML file is unavailable; the redesigned site will not allow its upload. It will be added later if the issue is fixed.] The article is copyright Ben Finney, and is licensed to all recipients under the GNU General Public License. If you’d like to publicly comment on this…

  • general

    Godzilla is stronger than you.

    Well, sure, you knew that. But how much stronger? I was browsing John Woodward’s nifty GURPS Godzilla page. His is no mere lazy stab at a handful of stats (like… well, this post is), but is a thorough guide to roleplaying the the Toho cinematic universe. Characters, monsters, history, plots, and more. A campaign in a box, if you will. GURPS Godzilla A tall drink of (heavy) water How big a box? To hold the Big G, at least 300 feet high – that appears to be the canonical height of Godzilla, despite some variance throughout his storied career. And how tough is our radioactive pal? ST 7500, says John,…