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[GURPS 4e] lite characters + adv combat.

Started by Malleus Arianorum, August 12, 2009, 04:22:42 AM

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Malleus Arianorum

My friends are not the type that can grok Gurps character generation. I mean, they can furiously monkey-typewriter Gurps but the end result is a crazy mess of things they don't understand and can't look up quickly. I'm not slamming the Gurps character creation system but it just doesn't play nice with my group and is banned forever.

That said, I think they could handle the char gen in Gurps lite.

My question is, how well would it work if the player-side rules were lite but the Gm-side stuff was turned up to 11? For example, they could use the lite rules to make a gunslinger with a pistols skill and then I could break out the hit location tables, the updated velocity/size/range matrix and enjoy the game system nuances of spraying them with acid in a vaccum while they dig a hole using two shovels but no pick -OR- would lite characters be out of place in an adv rules game?

Thanks in advance. :)
That\'s pretty much how post modernism works. Keep dismissing details until there is nothing left, and then declare that it meant nothing all along. --John Morrow
 
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KrakaJak

Very easily actually. The basics of the rules don't change in Gurps lite, they just have less options.

Just give them a sheet with the modifiers for called shots and the special maneuvers in advanced combat.

You could make it extremely easy for them @ Character creation by giving them templates worth 90% of their points (So 90 in  hundred point game, 135 in a 150 point game) and let them only customize with the remainder + Disadvantages (so 10 points in 100 point game, 15 in a 150 point game...etc.).
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

Hackmaster

Yeah, this works well. GURPS lite does a nice job of simplifying character creation for the players, giving them a more manageable number of options.

Throwing in advanced rules on the GM side should be pretty smooth as long as you know what you're doing and can explain the stuff as you go along.
 

estar

Templates with detailed explanation of the choices. Unlike normal template the Detailed Explanation of Choices which allows this to be used by GURPS Novices.

Similar to this

Myrmidon Template

Attributes:
ST 11 [10], DX 12 [20], IQ 12 [20], HT 11 [10]
Advantages
Choose 25 points worth of advantages which must include at least one of Blessed [10], Clerical Investment [5/level], Power Investment [5/level] or True Faith [15], plus one or more of Combat Reflexes [15], High Pain Threshold [10], Higher Purpose [5], Literacy [10], Luck [15], Military Rank [5 / level], Oracle [15], Patron (Church) [varies], Status [5/level], and Toughness (DR 1)
Disadvantages
A total of -30 points selected from Disciplines of Faith [-5 to -15], Code of Honor [-10], Duty Church [varies], Fanaticism (Religion) {15], Intolerance (Religious) [-5 or -10], Overconfidence [-10], Sense of Duty [-5 to -15], and Vow [-5 to -15]

Primary Skills
Theology(M/H) IQ [4]-12, and an additional 16 points in Combat/Weapon Skills.

Secondary Skills
Tactics (M/H) IQ-1 [2]-11, Performance/Ritual (M/A) IQ [2]-12, and 4 points spent among  Strategy (M/H), Diplomacy (M/H), Law (Thule) (M/H), Occultism (M/A), and Teaching (M/A).

Background Skills
Armoury/3 (M/A) IQ [1]-11, and a total of 5 point in any of First Aid (M/E), Adminstration, Leadership, and Politics (all M/A), Detect Lies, Exorcism, and Psychology (all M/H), Meditation(M/VH), Singing (P/E;HT), and Riding (both P/A).

Detailed Explanation of the various choices.
Blessed [10]
Set grants the ability to cast divination at IQ by reading the entrails of a scarified snake.
All reptiles, including dragons, will not attack the Myrmidon unless attacked first.
+1 reaction from all followers of Set.

Clerical Investment [5/level]
Able to lead ritual and ceremonies of the church of Set. A notable must take one level, a lieutenant must take two levels, a captain three levels, a high captain four levels.  Myrmidons, Notables, and Lieutenants serving a High Captain (by extension the Grand Archon) must take an additional level of Investment. i.e. a notable in service to the high captain has to take two levels of investment.
 
Power Investment [5/level]
The foundation of the power to channel magic using the power of Set. Each level give +1 to casting spells and counts as the equivalent level in magery. See below for detailed rules on clerical magic.

True Faith [15]
You have a profound faith in Set's mission that allows you to repel all demons from approaching from within a yard of your person provided that you are outfitted in either your full Myrmidon regalia or using a holy symbol of Set.

Combat Reflexes [15]
High Pain Threshold [10]
Toughness (DR 1)


These advantage are taken by Myrmidon who focus more on their warrior aspect.

Higher Purpose [5]
To serve the Church of Set in ridding the world of the demons. You will get +1 when on a misson from the Church or in situations involving demons.

Literacy [10]

Note that is not necessary for magic. However it is useful if you want to achieve high rank within the church and society.

Luck [15]
You been blessed by Set with luck three times per hour of gameplay you get to re-roll a dice roll.

 
Military Rank [5 / level]
Myrmidons are encouraged to become leaders of society outside of the church.  The most common route is serving in the land's military forces.

Oracle [15]
Unseen forces shape the world manifesting themselves in subtle ways. Set has granted you the ability to see these forces allowing you to get a sense of events before they happened. However the signs are generally not clear and require interpretation (based on a IQ roll).

Patron (Church) [varies]
The Archons and Prelates of the church have taken in an interest in your career and are able to give you aid from time to time

Status [5/level]
You hold rank in society.

Disciplines of Faith [-5 to -15]
Asceticism:-15
The renunciation of all the conforts of society to lead a life of self-denial and self-discipline. A few Myrmidon practice Asceticism viewing comforts as distractions from their holy quest of ridding the Wilderlands of Demons and bringing order. You may not have any Status or Wealth advantages if you practice Asceticism.
Monasticism:-10
A milder form of asceticism. You lead a life separated from worldly concerns, devoting yourself to constant training and study. You may not have any Status or Wealth. More than a few Myrmidon have little or no life outside of their missions and the chapterhouses.
Ritualism:-5
The strict adherence to elaborate rituals regarding every aspect of life. This is prevalent among more experienced Myrmidons after a few missions involving demons. They learn the various charms, wards, and spells that work against demons and incorporate their practice in everyday life.

Code of Honor [-10]
The Set Code of Honor is as follows
Never break your word
Always be faithful to the church
Obey those placed above you
Instill discipline in those placed below you.
Fight demons without cessations
The enemies of Set are to be vanquished without mercy.
[-10]

Duty Church [varies]

A Myrmidons life is not on constant duty. For example Duke Divolic was granted leave by the Hellbridge Temple over 15 years ago to assume the duties of the Warden of the Southern Marches. Taking this disadvantage means that you are on a particular mission that requires a lot of direction from a captain or an archon.

Fanaticism (Religion) {15]

You believe in Set and his mission. Without question you will risk life and limb to serve the church, vanquish demons, and kill those who serve them.

Intolerance (Religious) [-5 or -10]

Many Myrmidons have intolerance of Ghinorians and other followers of Mitra [-5]
Not a common is are those Myrmidons that believe that anybody not part of the church is somehow serving demons and against Set [-10]

Overconfidence [-10]
Sense of Duty [-5 to -15]
Vow [-5 to -15]

These three are common personality trait found among Myrmidons.

Sweeney

I think the math would work fine. As far as assumptions to play style and such, it might throw them off if they're expecting a rules-light game and then you break out modifiers left and right. But that's a communication/social contract issue, obviously you can handle that, it's just something to consider.

The other issue is that from what I remember, even the most hardcore GURPSheads advise against breaking out all the advanced combat rules options, all the time. That slows down play no matter how familiar you are with the system. But again, that's your call to find the balance you're comfortable with, no biggie.
 

estar

I recommend using the combat cards found here if you are going to use advanced combat.

http://www.sjgames.com/gurps/resources.html

Giving these to the players will speed up play a lot.

Koltar

Aarggghh!!

Looks like I may love this thread - but I got to keep packing for GenCon. All of a sudden I have last minute Dentist appointmet - 0n the day I have to have eveerything ready.

So far, all the suggestions seem to be good ones.


- Ed C.
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This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

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Malleus Arianorum

Thanks for the pointers guys. The template looks a bit much. I might experiment with 3e since I already have some stuff for that (core book, compendiums 1, 2).
 
I was wondering though, I heard that 4e has support for the differences between several different kinds of hazards -- is it basicaly the same as 3e or is it something new and shiny?
That\'s pretty much how post modernism works. Keep dismissing details until there is nothing left, and then declare that it meant nothing all along. --John Morrow
 
Butt-Kicker 100%, Storyteller 100%, Power Gamer 100%, Method Actor 100%, Specialist 67%, Tactician 67%, Casual Gamer 0%

estar

Quote from: Malleus Arianorum;320816I was wondering though, I heard that 4e has support for the differences between several different kinds of hazards -- is it basicaly the same as 3e or is it something new and shiny?

It's refined and better organized. 3e those rules were scattered throughout different products and were created adhoc. In 4e that is not the case.