B.u.r.p.s.

dead

Adventurer
I like GURPS, but I don't like adding up 3d6 all the time. Because SJG hasn't released a d16 numbered from 3-18, I'm going to try to convert my GURPS game over to d20 or d100 to resolve skill checks.

I will call this new version BURPS: the Better Universal Role Playing System. :p
 
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Interesting idea, but I like the 3d6 rolls, since they mean any given check is more likely to be average then it is to be an extereme. With just a 16-sided dice, you have equal chances of rolling a 3 as you do rolling a 10. With 3d6 the extremes (3 and 18) become less likely, while middle values (like 9 or 10) are much moer likely.
 

Macbeth said:
Interesting idea, but I like the 3d6 rolls, since they mean any given check is more likely to be average then it is to be an extereme. With just a 16-sided dice, you have equal chances of rolling a 3 as you do rolling a 10. With 3d6 the extremes (3 and 18) become less likely, while middle values (like 9 or 10) are much moer likely.

Thanks, I didn't even think of that.

Maybe I should reconsider changing things. I might mess up the whole balance of the game. :o
 

Well, instead of a 16-sided die (do they even make those?), how about a 20-sider with the following facings:

3-4-5-6-7-8-9-9-10-10-11-11-12-12-13-14-15-16-17-18

Not quite the same bell curve at 3d6, but it's closer than the hypothetical d16 you mentioned.

Johnathan
 

Funny thing, for me a clear advantage of GURPS over D&D is that it uses an approximation of a normal curve for resolution. I've no problem in rolling a lot of 3d6, as I played a lot of Risk before getting into roleplaying games. I do have a problem playing GURPS, but that is an another story...
 

You could use a d30 labeled 3-18 to match the 3d6 bellcurve more closely.

OR... you could get a golfball-like d216 and fit the 3d6 distribution *exactly* with a single die. Might take longer to wait for that one to stop rolling than it would take to add 3d6 though! ;)
 



Here we go:

I have re-mapped the GURPS engine from a 3d6 cumulative probability curve
onto percentile increments--I got tired of the 3-18 granularity of GURPS.
Given that they're house rules, it's more a set of notes than full-fledged
rules. Like all house rules, it's kludgy and ugly, but I can make it go,
and maybe somebody else could mine it for some ideas to suit their own
style. Remember, all of the following presumes the use of percentile
dice.

Attributes would be purchased using the following chart:

Code:
Score  Cost    Score  Cost    Score  Cost
  1    -44      32    -13      70     16
  2    -43      33    -12      71     17
  3    -42      34    -11      72     18
  4    -41      35    -10      73     19
  5    -40      36     -9      74     20
  6    -39      37     -8      75     21
  7    -38      38     -7      76     22
  8    -37      39     -6      77     23
  9    -36      40     -5      78     24
 10    -35      42     -4      79     25
 11    -34      44     -3      80     26
 12    -33      46     -2      81     27
 13    -32      48     -1      82     28
 14    -31      49   -0.5      83     29
 15    -30      50      0      84     30
 16    -29      51    0.5      85     31
 17    -28      52      1      86     33
 18    -27      54      2      87     35
 19    -26      56      3      88     37
 20    -25      58      4      89     39
 21    -24      59      5      90     41
 22    -23      60      6      91     44
 23    -22      61      7      92     47
 24    -21      62      8      93     50
 25    -20      63      9      94     55
 26    -19      64     10      95     60
 27    -18      65     11      96     65
 28    -17      66     12      97     70
 29    -16      67     13      98     80
 30    -15      68     14      99     90
 31    -14      69     15     100    100
                             each +1  10

ST/HT Effects Are summarized on the very long table below:

Code:
Score  Swing     Thrust      Lift    Fatigue/HP
   1     0         0         1.4         1
   2     0         0         1.6         1
   3     0         0         1.8         1
   4     0         0           2         1
   5     0         0         2.2         1
   6     0         0         2.4         1
   7     0         0         2.6         1
   8     0         0         2.8         1
   9     0         0           3         1
  10     0         0         3.2         2
  11     0         0         3.4         2
  12     0         0         3.6         2
  13     0         0         3.8         2
  14     0         0           4         2
  15     0         0         4.2         3
  16     1d-5      1d-5      4.4         3
  17     1d-5      1d-5      4.6         3
  18     1d-5      1d-5      4.8         3
  19     1d-5      1d-5        5         3
  20     1d-4      1d-4      5.2         4
  21     1d-4      1d-4      5.4         4
  22     1d-4      1d-4      5.6         4
  23     1d-4      1d-4      5.8         4
  24     1d-3      1d-3        6         4
  25     1d-3      1d-3      6.2         5
  26     1d-3      1d-3      6.4         5
  27     1d-3      1d-3      6.6         5
  28     1d-3      1d-3      6.8         5
  29     1d-2      1d-3        7         5
  30     1d-2      1d-3      7.2         6
  31     1d-2      1d-3      7.4         6
  32     1d-2      1d-3      7.6         6
  33     1d-2      1d-3      7.8         6
  34     1d-2      1d-3        8         6
  35     1d-2      1d-3      8.2         7
  36     1d-1      1d-3      8.4         7
  37     1d-1      1d-3      8.6         7
  38     1d-1      1d-3      8.8         7
  39     1d-1      1d-3        9         7
  40     1d-1      1d-2      9.2         8
  42     1d-1      1d-2      9.5         8
  44     1d-1      1d-2      9.7         8
  46     1d-1      1d-2      9.8         9
  48     1d        1d-2      9.9         9
  49     1d        1d-2      9.9         9
  50     1d        1d-2       10        10
  51     1d        1d-2     10.1        10
  52     1d        1d-2     10.1        10
  54     1d        1d-2     10.2        10
  56     1d        1d-2     10.3        10
  58     1d+1      1d-2     10.5        10
  59     1d+1      1d-2     10.6        10
  60     1d+1      1d-1     10.6        11
  61     1d+1      1d-1     10.7        11
  62     1d+1      1d-1     10.8        11
  63     1d+1      1d-1     10.9        11
  64     1d+1      1d-1       11        11
  65     1d+1      1d-1     11.1        11
  66     1d+1      1d-1     11.2        11
  67     1d+1      1d-1     11.3        11
  68     1d+1      1d-1     11.4        11
  69     1d+2      1d-1     11.5        11
  70     1d+2      1d-1     11.6        12
  71     1d+2      1d-1     11.7        12
  72     1d+2      1d-1     11.8        12
  73     1d+2      1d-1     11.9        12
  74     1d+2      1d-1       12        12
  75     1d+2      1d-1     12.1        12
  76     1d+2      1d-1     12.2        12
  77     1d+2      1d-1     12.3        12
  78     1d+2      1d-1     12.4        12
  79     1d+2      1d-1     12.5        12
  80     1d+2      1d       12.6        13
  81     1d+2      1d       12.7        13
  82     1d+2      1d       12.8        13
  83     1d+2      1d       12.9        13
  84     1d+2      1d         13        13
  85     1d+2      1d       13.1        13
  86     2d-1      1d       13.2        13
  87     2d-1      1d       13.4        13
  88     2d-1      1d       13.5        14
  89     2d-1      1d       13.7        14
  90     2d-1      1d       13.8        14
  91     2d        1d         14        14
  92     2d        1d       14.2        14
  93     2d        1d       14.4        14
  94     2d+1      1d       14.7        15
  95     2d+1      1d+1       15        15
  96     2d+1      1d+1     15.3        15
  97     2d+2      1d+1     15.6        16
  98     2d+2      1d+1       16        16
  99     3d-1      1d+1     16.5        16
 100     3d-1      1d+2       17        17
 101     3d        1d+2     17.5        17
 102     3d        1d+2       18        18
 103     3d+1      1d+2     18.5        18
 104     3d+1      2d-1       19        19
 105     3d+2      2d-1     19.5        19
  +1   +1 per 2  +1 per 4   +0.5     +2 per 5


"Lift" is used where standard GURPS rules would use ST to determine
lifting ability, carry capacity, encumbrance level, and muscle-powered
weapon ranges.

The following tables replace the skill purchase tables

Code:
Physical Skills
  Points    Easy      Average   Hard
    0.5     DX-11     DX-24     DX-35
      1     DX        DX-12     DX-23
      2     DX+11     DX        DX-12
      3     DX+17     DX+7      DX-5
      4     DX+22     DX+12     DX
      5     DX+25     DX+15     DX+4
      6     DX+28     DX+18     DX+7
      7     DX+31     DX+21     DX+10
      8     DX+33     DX+23     DX+12
each +2       +3        +3        +3

Mental Skills
   Points   Easy     Average    Hard      Very Hard
    0.5     IQ-12     IQ-24     IQ-34     IQ-41
      1     IQ        IQ-12     IQ-22     IQ-31
      2     IQ+12     IQ        IQ-11     IQ-20
      3     IQ+19     IQ+7      IQ-4      IQ-14
      4     IQ+24     IQ+12     IQ        IQ-10
      5     IQ+30     IQ+18     IQ+6      IQ-7
      6     IQ+36     IQ+24     IQ+12     IQ-4
      7     IQ+42     IQ+30     IQ+18     IQ-2
      8     IQ+48     IQ+36     IQ+24     IQ
each +1        +6        +6       +6        +3

Martial Arts Maneuvers
  Points   Average   Hard
    0.5    Def+12
      1    Def+18    Def+12
      2    Def+24    Def+18
each +1        +6        +6

Mental Skill Maneuvers
Non-Very Hard Skills
   points    average    hard
    0.5      Def+24    Def+18
      1      Def+36    Def+24
each +1         +24       +24

Very Hard Skills
   points    average    hard
    0.5      Def+18    Def+12
      1      Def+24    Def+18
      2         +36       +24
each +1         +12       +12

Voodoo Rituals
Each point gives a +6 modifier.

The following changes need to be made in the GURPS game engine:

Default penalties are multiplied by 10, as should be circumstantial
modifiers (range, equipment, visibility, etc.). For example, a skill that
defaults to DX-4 under current GURPS rules now defaults to DX-40. The GM
can now add an additional level of fine-tuning by applying "intermediate"
situational modifiers. Whether modifiers due to Advantages and
Disadvantages should be multiplied by five or by ten is debatable. I
would personally rule for a five multiple for Advantages and a ten for
Disadvantages, but I consider Advantage-derived bonuses to be far too
cheap in standard GURPS. The effect of feints and other combat-modifying
maneuvers should not be altered (from already-modified skills) if the
effect is directly read from the dice. It should be multiplied by ten if
it is a fixed effect.


Automatic critical success occurs on a natural roll of 01-02. A modified
critical success occurs when the number rolled is 90 or more points lower
than the modified skill or attribute.

An automatic failure occurs on any roll of 99-00. A natural 00 is a
fumble. Likewise a fumble has occurred if the die roll is 90 or more
points higher than the modified score against which the player was
rolling.

For contests of skill, replace "14" with "90" when adjusting downward for
high skill.

I'm sure that I haven't included everything I do, but this is what I have
gotten together for this. It does make the granularity of the game a good
deal finer.
 
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Thanks, Dogbrain. :D

I thought I was the only one to come up with such an idea!

I'm not sure if your charts and tables worked out in the post. They don't come up on my screen.

The BURPS title is mine, though. You can't have that. :p
 

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