• Robin Hood and Little John
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    Earn It to Learn It: Advancing GURPS skills by tests

    Article by Ben Finney This article introduces Earn It to Learn It, a simple system to link GURPS skill and technique advancement more directly with meeting challenges in play. Inspired by the skill advancement rules in Burning Wheel, these rules provide motivation for seeking out diverse challenges in play, whatever one’s level of ability. Copyright: © 2008 Ben Finney <ben+gurps@benfinney.id.au> License: Permission is granted to modify and/or redistribute this work in any form, provided this copyright statement and license grant are preserved in all copies. Updated: 2008-10-27 The GURPS model for improving a character’s abilities is straightforward: earn generic character points from the GM at the end of a session, and spend them…

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    Design notes: Implementing “log ST” in a game

    A friendly correspondent (who, like me, is working on a home-brew game system but isn’t ready to release) asks me about ideal implementation of “log ST” in a system. Log ST is the name commonly given to a game feature that sets levels of character Strength to an exponential progression, so that every extra +1 Strength mutliplies the previous level of power by some amount. Typically, that’ll be expressed as every additional X levels of Strength multiplying lifting power by some easy-to-grasp multiple Y. An example is in the HERO System, in which every +5 Strength multiplies lifting power by 2. My reply to my correspondent largely mirrors this post,…

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    Summary of ways to handle power-vs-weight in GURPS creatures

    Responding to this thread on the SJG forums, I started listing the different ways to handle the design issue of power-vs-weight in creatures. But my would-be post was getting farther from the focus of the thread (handling of armor and creature size), so I’ll place it here instead. The topic Creatures have vastly different ratios of power to weight. Here’s a summary of available ways to handle that, in increasing order of detail: a) Ignore it! Done. : ) b) Follow the 4e BS19 guidelines: just wing some adjustments to Move etc. that feel right. This is usually good enough! c) Per b, but use some rough guidelines for the…

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    Rules Bit (GURPS): A better cost for ST and HP

    Intro: Repricing ST and its parts Some GURPS players have wished for a different pricing scheme for ST – specifically, one that lowers the high cost of building superheroes or other hyper-strength beings. This article offers one such scheme that vastly lowers the points required to build a battleship-smashing super. As a bonus, its cost progression can make building supers and giant creatures easier, not just cheaper. The scheme and its clever cost progression come courtesy of D. Weber. While the original idea is his, the accompanying text and expanded ideas are mine; anything screwy is my fault. The content below goes way back to the GURPS 3e days, was updated for 4e around 2013,…

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    Rules Bit (GURPS): Die, monster, die!

    Intro: “Whaddya mean, the Colossal Amoeba passed out?” A fierce dragon finally meets its match: Conrad the Bavarian, who takes the dragon down from 120 to 0 HP and goes to administer final rites. Good job, but one question: how long will it take to deliver another 120 points to kill the unconscious wyrm? Or 240 points if the beast makes its HT roll? Up to 600 more points if those HT rolls keep succeeding? (Dragon HT can be pretty high!) Won’t the magic-user, the thief, and the cleric have nabbed all the gold pieces by the time Conrad finishes hacking away? Well, if your character managed to chalk up 120…

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    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 –…

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    Rules Bit (D&D): Real Hit Points for real people

    Intro: “Can I have some real hit points, please?” As we all know, D&D has that “hit point thing” going on. I’m not here to put it down or even debate it. In fact, I’m fine with D&D hit points as some opaque, totally unrealistic luck-plus-heroics-plus-partial-defense cinematic furball, as long as the game presents it as such, and players accept it as such. I wouldn’t design a new game, even a cinematic fantasy one, using hit points in the same way, true – but still, where’s the harm? It’s hard, though, to like the tremendous disparity in hit points, especially at first or second Level. Any “normal” human, even a…

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    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:…

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    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,…

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    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):…