GURPS-Share your thoughts

Dannyalcatraz said:
I'd go with the more generic ones, myself. Things like the Martial Arts supplements are simply excellent, and you can easily use them to flesh things out in ANY RPG stystem with a little work.

Actually, GURPS Martial Arts, though it contains a lot of information on real world martial arts styles, does have a fair amount of rule information. Converting it will take some work.

No idea how this will work out with the upcoming GURPS Martial Arts for GURPS 4e, though...
 

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mmu1 said:
Yeah, taking the time to plan your next combat move (because you play under the assumption that someone who adventures for a living might have a solid grasp of tactics, especially when his life depends on it every day) while other people are taking their turns in combat is metagaming. It's awful, the way game play would speed up if everyone did it. :cool:

Wow, snark much?

My point, which you're missing in your valiant but vain efforts to appear cool, is that sitting there and calculating the optimal numbers can be a problem, and not something I'd allow. Planning what you do in character is fine; working out the exact range and modifiers is something for the GM. Knowing what modifiers to shuffle around for optimal effect isn't something the character'd know, save under certain circumstances (having some attribute that reveals a weak spot, for example), and even then I'd simply say that's a game effect. In cases of Feats like Power Attack (d20, not GURPS, obviously), there needs to be flexibility, but the player should describe what they're doing and explain how those numbers come out in character.

But again, threaddrift. Back to Jurgen kindly and expertly explaining the good points of GURPS. :)
 

Jim Hague said:
But again, threaddrift. Back to Jurgen kindly and expertly explaining the good points of GURPS. :)

Why, thank you!

Are there any remaining questions? I need to get back in the mood for my monthly GURPS Eberron session on Sunday... ;)
 

Jim Hague said:
Wow, snark much?

My point, which you're missing in your valiant but vain efforts to appear cool, is that sitting there and calculating the optimal numbers can be a problem, and not something I'd allow. Planning what you do in character is fine; working out the exact range and modifiers is something for the GM. Knowing what modifiers to shuffle around for optimal effect isn't something the character'd know, save under certain circumstances (having some attribute that reveals a weak spot, for example), and even then I'd simply say that's a game effect. In cases of Feats like Power Attack (d20, not GURPS, obviously), there needs to be flexibility, but the player should describe what they're doing and explain how those numbers come out in character.

Yeah, I do, when someone thinks he can talk down to me because he's under the impression that his way of playing the game is the only right way to play the game, and has his head stuck so far up his third point of contact he can't even take a joke. I didn't miss your point, it's just worthless.
 

mmu1 said:
Yeah, I do, when someone thinks he can talk down to me because he's under the impression that his way of playing the game is the only right way to play the game, and has his head stuck so far up his third point of contact he can't even take a joke. I didn't miss your point, it's just worthless.

Hi! A few things:

1)I wasn't talking down to you. I expressed my opinions in terms of what I'd allow as a GM. I'm sorry you feel the way you do, but that's no reason to start insulting people.

2)Being insulting is hardly funny.

3)Your post's been reported. And welcome to IL Land! Enjoy your stay.
 

Jürgen Hubert said:
Why, thank you!

Are there any remaining questions? I need to get back in the mood for my monthly GURPS Eberron session on Sunday... ;)

Welcome, of course. GURPS Eberron, hm? Eenteresting...

So here's a question, and trying not to drift the thread too much - how do you deal with the differences between D&D's fire and forget spell system and GURPS' spells as skills? Or has that changed between 3rd and 4th?
 
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Jim Hague said:
Planning what you do in character is fine; working out the exact range and modifiers is something for the GM. Knowing what modifiers to shuffle around for optimal effect isn't something the character'd know, save under certain circumstances (having some attribute that reveals a weak spot, for example), and even then I'd simply say that's a game effect. In cases of Feats like Power Attack (d20, not GURPS, obviously), there needs to be flexibility, but the player should describe what they're doing and explain how those numbers come out in character.
Sorry to keep the drift going, but...

A character should be able to act in accordance with the competencies listed on their sheet. Sure, the *PC* doesn't know what a Power Attack feat is (unless he's a fighter named Roy), but that rule is how said PC's expertise is reflected in the laws of the game universe. IMO, gaming the calculation for best BAB sacrifice when Power Attacking is just playing the character properly.

Sure, there's a point at which this can go overboard, but too much separation of player and character knowledge short-changes the character, and results in, IMO, unrealistic results, simulation-wise. People are generally aware of their capabilties, especially in their fields of expertise. Characters are people, too! :)

As for bell-curves being inherently more intuitive than flat distributions... I don't agree. It really depends how the die mechanic is used in the game. (I also think "intuitive" isn't really the right term. I don't thnk there's anything "intuitive" about whether action resolution should be resolved with a flat or curved distribution. We've left intuition far behind at that point. What's intuitive about both mechanics is that "high nunber = good".)

IME, I'm usually guesstimating, anyway. With d20, guesstimating is pretty easy because it's all multiples of 5. With HERO (my 3d6 system), guesstimating is pretty easy because I just look at how far my final target number is from 10-11 (the top of the curve).

Anyway, as for GURPS...

Didn't really like GURPS 3e. Like GURPS 4e quite a bit. Transhuman Space is badass.

Unfortunately, my first chance to actually play GURPS was at GenCon this year, and it was the singularly crappiest gaming experience ever. Not becasue of the rules, but because of the GM and other players. After about an hour and forty-five minutes of sitting at a cramped table in a deafeningly loud room with nine people that numbered among them the very smelly, the very vulgar, the very immature, and they very misogynist... and having barely moved beyond the basic intro for the adventure, I just got up and left. First time I have ever walked out on a game.

So... yeah, not much on-topic content here. Thanks for your time! :D
 

buzz said:
Sorry to keep the drift going, but...

A character should be able to act in accordance with the competencies listed on their sheet. Sure, the *PC* doesn't know what a Power Attack feat is (unless he's a fighter named Roy), but that rule is how said PC's expertise is reflected in the laws of the game universe. IMO, gaming the calculation for best BAB sacrifice when Power Attacking is just playing the character properly.

Sure, there's a point at which this can go overboard, but too much separation of player and character knowledge short-changes the character, and results in, IMO, unrealistic results, simulation-wise. People are generally aware of their capabilties, especially in their fields of expertise. Characters are people, too! :)

Mea culpa, mea culpa. You've said what I was trying (and apparently failing) to say better than I, Buzz. I know that numbers play is something some people enjoy...I just don't comprehend why. Looking at it, it sounds as much fun as playing with a spreadsheet. Is that wrong? Not at all. Can it slow down the game? Sometimes. My preferred style of play isn't, despite some 3rd party claims to the contrary, the only one out there.

Unfortunately, my first chance to actually play GURPS was at GenCon this year, and it was the singularly crappiest gaming experience ever. Not becasue of the rules, but because of the GM and other players. After about an hour and forty-five minutes of sitting at a cramped table in a deafeningly loud room with nine people that numbered among them the very smelly, the very vulgar, the very immature, and they very misogynist... and having barely moved beyond the basic intro for the adventure, I just got up and left. First time I have ever walked out on a game.

So... yeah, not much on-topic content here. Thanks for your time! :D

Even given my dislike of 3e, I'd say give it another chance - con games are going to be in many cases radically different from a more normalized tabletop session. Hey, maybe if we ask nicely, Jurgen'll do some 4e in an online game...;)
 
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