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GURPS 4th Edition Revised Announced
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<blockquote data-quote="Staffan" data-source="post: 9783725" data-attributes="member: 907"><p>If I were to remake GURPS while still keeping it somewhat GURPS-y, I'd start by paring down the skill list to like somewhere between 10 and 25 percent of the current one, and refer people to specialization rules if they want to get more gnarly than that as well as have some GMing advice on forced specialization in more focused campaigns (e.g. for most purposes a single "Medicine" or "Physician" skill is enough, but if you're doing the House MD campaign you probably want to separate out things like Diagnosis and Surgery). I'd also make skills cheaper, going back to the 2 points per +1 cap from 3e (3e and earlier capped mental skills at 2 points per +1, except Very Hard skills that capped at 4 points, and 8 points per +1 for physical skills. That sort of makes sense when you're turning a game that's essentially "gladiator arena" into an RPG because you generally don't have many skills, and having a high weapon skill is SUPER useful and thus deserves a high cost, but that's not really the typical experience anymore.)</p><p></p><p>Another thing I'd do is scrap the 1-second round and go with some undetermined "a few seconds" which is enough to do something useful.</p><p></p><p></p><p>Heh. I remember when they announced that we were now in TL 8, before they changed the TL definitions in 4e.</p><p></p><p></p><p>Ever thrown a grenade in GURPS?</p></blockquote><p></p>
[QUOTE="Staffan, post: 9783725, member: 907"] If I were to remake GURPS while still keeping it somewhat GURPS-y, I'd start by paring down the skill list to like somewhere between 10 and 25 percent of the current one, and refer people to specialization rules if they want to get more gnarly than that as well as have some GMing advice on forced specialization in more focused campaigns (e.g. for most purposes a single "Medicine" or "Physician" skill is enough, but if you're doing the House MD campaign you probably want to separate out things like Diagnosis and Surgery). I'd also make skills cheaper, going back to the 2 points per +1 cap from 3e (3e and earlier capped mental skills at 2 points per +1, except Very Hard skills that capped at 4 points, and 8 points per +1 for physical skills. That sort of makes sense when you're turning a game that's essentially "gladiator arena" into an RPG because you generally don't have many skills, and having a high weapon skill is SUPER useful and thus deserves a high cost, but that's not really the typical experience anymore.) Another thing I'd do is scrap the 1-second round and go with some undetermined "a few seconds" which is enough to do something useful. Heh. I remember when they announced that we were now in TL 8, before they changed the TL definitions in 4e. Ever thrown a grenade in GURPS? [/QUOTE]
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