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GURPS 4E: Can I do it "all" with just the two core books?

Started by HMWHC, September 06, 2017, 03:55:16 PM

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David Johansen

Quote from: RPGPundit;991545No. GURPS can't "do it all" with all of it's books, not in any edition.

I think it would be more accurate to say "GURPS can't 'do it all well' with all of it's books, not in any edition."

You can cludge the hell out of it with optional rules and so forth.  Personally Supers is an awfully counter intuitive mess.  It didn't have to be but it was one of those ask a "committee" projects that always turn out so badly.

So, let's talk about fixing supers.  The first thing you need to accept is that super strength isn't just extended normal strength.  I really think you just have to have a sliding scale optional rule.  Probably going to something like lifting strength increasing by an order of magnitude for every ten points of strength.  Then you give strength a x2 for 100 points like they did in first edition.   That or go back and run everything from movement to power ranges on a consistent scale and method.  They do suggest this as an option in Supers but the problem is that it creates incompatible characters and what is the point of using GURPS if the characters you create are incompatible with GURPS ?

When it comes to damaging vehicles, I think the best approach would be another genre emulation optional rule that reduces the armor of vehicles and their hit points.

The last thing you need to do is keep the points values low enough to avoid the problems with just doubling things for a fixed cost that inevitably comes up in GURPS.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

estar

Just got notice that my Dungeon Fantasy Box has shipped should have it by Monday next week. I will post pictures of the unboxing.

Armchair Gamer

Quote from: Ulairi;991766What can't it do?

  Flatter Pundit and reinforce his ego? ;)

Dumarest

Quote from: Ulairi;991766What can't it do?

It's not very good at being yet another D&D knockoff.

trechriron

Quote from: Dumarest;992131It's not very good at being yet another D&D knockoff.

I think you'll find Dungeon Fantasy scratches that itch perfectly. And with more customization built into the rules vs. having to eyeball custom rules.
Trentin C Bergeron (trechriron)
Bard, Creative & RPG Enthusiast

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D.O.N.G. Black-Belt (Thanks tenbones!)

Steven Mitchell

GURPS can do anything as long as you at least don't mind it playing like GURPS.  If that's more feature than bug for you, well all to the good then.  It's a lot like Hero System in that respect.

ThatChrisGuy

Quote from: Steven Mitchell;992348GURPS can do anything as long as you at least don't mind it playing like GURPS.  If that's more feature than bug for you, well all to the good then.  It's a lot like Hero System in that respect.

I agree with this.  You have a lot of options to customize your GURPS game, but in the end it's always going to feel like GURPS.  That's a plus for me, but won't be if you don't like GURPS in the first place.
I made a blog: Southern Style GURPS

nope

Quote from: Steven Mitchell;992348GURPS can do anything as long as you at least don't mind it playing like GURPS.  If that's more feature than bug for you, well all to the good then.  It's a lot like Hero System in that respect.
Quote from: ThatChrisGuy;992361I agree with this.  You have a lot of options to customize your GURPS game, but in the end it's always going to feel like GURPS.  That's a plus for me, but won't be if you don't like GURPS in the first place.

As someone who has played and run GURPS for quite a while I agree with these sentiments, with one caveat: GURPS is capable of a much broader range of "textures" and "gut feels" in play than many give it credit for.

Certainly they're all anchored to the same absolute base mechanical foundation, however, which might have been what you are describing the 'feel' of above (in which case my comment would be at best only tangentially related to your point).

Steven Mitchell

I can get bored/tired off mechanics the same way a lot of gamers can get tired of genres or settings.  Nothing really wrong with the mechanics, and I might have had a lot of fun with them for years.  Then suddenly something that was an occasional, minor annoyance starts to chafe something awful, like a shoe that has worn in the wrong spot.  Nothing for me to do but get away from it awhile.  

Playing one generic system but switching settings and genres frequently is pretty much the definition of "roleplaying hell" for me.

nope

Quote from: Steven Mitchell;992374I can get bored/tired off mechanics the same way a lot of gamers can get tired of genres or settings.  Nothing really wrong with the mechanics, and I might have had a lot of fun with them for years.  Then suddenly something that was an occasional, minor annoyance starts to chafe something awful, like a shoe that has worn in the wrong spot.  Nothing for me to do but get away from it awhile.  

Playing one generic system but switching settings and genres frequently is pretty much the definition of "roleplaying hell" for me.

That's fair. I'm close to the polar opposite; one or even just a couple flexible, solid systems with a broad variety of available settings and genres is my idea of a good time. Hackability is also a strong consideration, though that is obviously applicable to more than just generic systems.

Of course, I'll never say no to looking at or trying something new. If for no other reason than to broaden my perspective (and shamelessly steal good ideas for my own purposes).

Skarg

Quote from: Antiquation!;992371As someone who has played and run GURPS for quite a while I agree with these sentiments, with one caveat: GURPS is capable of a much broader range of "textures" and "gut feels" in play than many give it credit for.

Certainly they're all anchored to the same absolute base mechanical foundation, however, which might have been what you are describing the 'feel' of above (in which case my comment would be at best only tangentially related to your point).

There can be a vast difference between how different GMs run GURPS. Not just all the different settings, but which rules are used, how they use them, and various other things, can make it play like a very different game. For example, super-detailed mapped tactical battles versus mostly-roleplaying and little/no reference to rules with an occasional skill roll translated into results by GM intuition.

Dumarest

Quote from: Steven Mitchell;992374I can get bored/tired off mechanics the same way a lot of gamers can get tired of genres or settings.  Nothing really wrong with the mechanics, and I might have had a lot of fun with them for years.  Then suddenly something that was an occasional, minor annoyance starts to chafe something awful, like a shoe that has worn in the wrong spot.  Nothing for me to do but get away from it awhile.  

Playing one generic system but switching settings and genres frequently is pretty much the definition of "roleplaying hell" for me.

I very much get tired of a system after a while and want to change to another every so often. I can't imagine sticking to one for everything. I also stopped using Hero because every game felt the same to me; more to the point with Champions every power feels the same to me because they're all so abstracted that it really doesn't matter what the power is, it only matters how many six-sixers you get to roll against a defensive power. Not that it's a bad game if you like that; I just don't really like it much anymore. Plus I'm a believer in horses for courses: use the game that has mechanics that were designed for the genre or setting rather than try to force the genre or setting into the preexisting  mechanics.

Voros

Ditto what Dumarest said. Playing the same system over and over sounds boring and trying to shoehorn ever genre into a generic system seems hopeless.

Eisenmann

Quote from: Voros;992545Ditto what Dumarest said. Playing the same system over and over sounds boring and trying to shoehorn ever genre into a generic system seems hopeless.

I'm not sure if it's quite that simple. I tend to play A LOT of different systems, but GURPS is pretty malleable. With the use of various supplements you can dial the system up and down, in and out where it doesn't feel like the same old game in each genre/setting. A year ago I wouldn't have thought that.

David Johansen

Third edition's attribute costs lead to it feeling a bit more narrow, the cost increases tended to push things towards certain builds like the IQ 14, Magery 3 wizard or the 13,13,11,13 Fighter with combat reflexes.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com