GURPS Fantasy / Dungeon Fantasy (and beyond)

The Action! line is all about using more fuzzy / less concrete options to keep things moving. There’s usually a GURPS for any variation you want to go with.

Yeah, but its not a mystery those are off the beaten path as GURPS approaches generally go.
 

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You could run GURPS style racing using squares. It would be a little less intuitive, especially sides but from and rear would be easy enough. In GURPS tactical combat you count facing changes as a point of movement you might run into some issues there.

Action! Is fantastic for a lot of GURPS simplifications. I use pieces of it almost anytime firearms are involved.
 

Is it possible to do something about the 1-second turns?

Edit: and using grid maps instead of hexes? All my million battlemaps are grid based.

I have no answer for the second item, other than "Don't," which isn't helpful.

As for the one second combat rounds, it does take some getting used to. What I have generally done in the past is to simply say that turns are from one to three seconds, depending on what is happening. I wouldn't try to otherwise change how the action economy works. So much of the system hinges upon how actions work.
 

I was thinking more in terms of the question of six surrounding opponents (varied by terrain) as compared to four (or eight, if you allowed the corners).
Well, that is a gm call but, honestly, it's probably a bad idea to so outnumber the players as to allow for 8-1 combat. In fact, I don't recall ever being in a gurps fight with 6-1 happening.
 


Well, that is a gm call but, honestly, it's probably a bad idea to so outnumber the players as to allow for 8-1 combat. In fact, I don't recall ever being in a gurps fight with 6-1 happening.

Its nothing you want to occur, but if you don't have your back to a wall or ally, its still something you have to account for happening, and the question of whether the squares turn that maximum into 4x or 8x is not trivial, and is still a change from the 6x with hexes. And of course what counts as rear spaces beside the obvious one.
 

Hexes are just better, IMO. I often use hexes even on the rare occasions I run D&D - it just makes movement so much smoother. No more worries about diagonals. And fireballs are actually a circle.

Of course you tend to get some weirdness in buildings with right angle corridors with hexes.
 

Ran GURPS as my main system from 1987 until 2000. Mostly 2e with early 3e. ( Don't care for later 3e or 4e) Love the system, still do. Just got tired of convincing people to want to play it after every military move or post military moves. I played loose with the 1 second combat as an aside, I used 1 to 3 seconds when asked by players and that seem to work for most. (shrugs)
 
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Of course you tend to get some weirdness in buildings with right angle corridors with hexes.
My favorite kind of grid is offset squares. You get a lot of the benefits of both squares and hexes. I used to get my own custom offset square battlemat printed and laminated. I wish Foundry had that as an option for the grid.
 

My favorite kind of grid is offset squares. You get a lot of the benefits of both squares and hexes. I used to get my own custom offset square battlemat printed and laminated. I wish Foundry had that as an option for the grid.
Though now that I think about it, that wouldn’t work for the more tactical combat rules in GURPS all that well, since it doesn’t work well with facing. But other than that, offset squares are awesome.
 

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