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File: 1458182437369.png (344.65 KB, 318x419, 318:419, C__Data_Users_DefApps_AppD….png)

 No.226371

Hey /tg/, I'm praying this doesn't turn in to a big fight of it sucks or not, but I know there are a lot of clashing opinions on here and I want to give it a shot with my group to see if we like it or not. Problem is, none of us have ever used it or really know much about it. Regardless I'm asking for some help from those who use it, I'm the dm and I have also acquired the pdfs for most of the books.

Can you guys give me a hand in what books I should read and study for dming as well as which ones for my players. If can can offer me advice and how to's I'd greatly appreciate it. But I don't mind studying, I would just like a point in the right direction.

The campaign details; it's a low level fantasy world with extremely rare magic to the point where most people dont believe in its existence anymore, the tech level is end of the musket era moving into the first rifle prototypes, so a U.S.history equivalent would be around the civil war era. Any specific books for that tech level etc? I really don't know much

>pic unrelated

 No.226435

>>226371

When you learn GURPS, you better start off reading GURPS Lite to understand mechanics, and then using GURPS Basic for a first - it's enough to run most games, and you should go light on books until you are familiar with system, and even then you have to strictly limit amount of books you are using in a single campaign. The only book I would ever recommend to newbie player is Dungeon Fantasy, because it has templates that greatly simplify character creation.

As for technology, it goes like that - Low-Tech for pre-XIX century stuff, High-Tech for XIX-XX century and modern stuff, Ultra-Tech for future shit. So you need a High-Tech, which also has Adventure Guns supplement that provides a good shopping list for Wild West firearms.

As for magic, Ritual Path Magic sounds good for your setting, but it is not exactly beginner-friendly, and it sounds like magic does not has high priority in your campaign, so you can work with default system at first.


 No.226460

Since I don't want to make a new thread, I just want to know the general consensus of GURPS 3rd vs 4th. I'm also trying out GURPS for the first time.

Also, if anyone tried to use ORE for their homebrew, how that went.


 No.226481

File: 1458224097327.gif (980.51 KB, 480x270, 16:9, 1458212478534-0.gif)

>>226460

>Since I don't want to make a new thread, I just want to know the general consensus of GURPS 3rd vs 4th.

4th Edition is very streamlined. The bugs have been worked out.

3rd Edition is a little buggy.

Start with GURPS Lite.

Move on to the 4th edition core books.


 No.226482

>>226460

>general consensus of GURPS 3rd vs 4th

Unlike some other systems, there is no edition war in GURPS. 4e is objectively best edition.

>I'm also trying out GURPS for the first time

Definitely read "How to be a GURPS GM" book


 No.226820

Okay OP I'll explain GURPS to you.

You get some Character Points to spend, usually about 100, and four attribute scores each at 10. You also have some secondary scores to calculate like Dodge and Basic Move and shit. A bit of math but just division and multiplication, no big deal.

You spend that shit on skills (skills are basically Dex + 2 which means if you had Dex 12 your skill would be 14, or Str - 1 so if your Strength was 13 your skill would be 12, that kind of thing).

The core mechanic is: roll 3d6 and try to get less than your stat or skill. So for a Strength check when you have Strength 10, roll 3d6. If you get 10 or less, you succeed. That is it.

Range is really cool because there's a table for it, so being 20 yards away or 30 yards away actually makes a difference. Same with being pointblank.

Combat is basically: roll under to hit, then if you hit your opponent has to roll under dodge to evade it. Two really skilled weaponsmasters can go at it for a while if they have high weapon skill because they can Parry each others blow like 70% of the time. So instead of D&D hit points where you race to 0 hp, it's more of a lot of missing and maneuvering and feinting. Which is cool.

Overall, it's good for realism and a lot of stuff other systems leave out. If you want pulpy dungeon crawling heroics, it's not as good. But it's a decent system for what it is and I've run some games in it.


 No.226861

File: 1458329668291.png (150.77 KB, 400x247, 400:247, GURPS.png)

>specific books for tech level

Yes, always.

Since you're at a transition point, get GURPS Low Tech AND GURPS High Tech.

Low Tech has muskets & related things, High Tech has rifles and some more gun related rules.

You MIGHT also want GURPS Martial arts, but that could be a bit much. You do want How to be a GURPS GM though.

Related to extremely rare magic, I recommend using GURPS Ritual Path Magic. It's really good, but you will need to really get a handle on it. Once you do, you won't regret it. It's definitely regarded as the best GURPS Magic system. (GURPS has multiple magic systems you can choose). Ritual path magic definitely has its own flavor though.

Spells are cast rather slowly, but they can be 'stored' in items (as charms), or 'hung' on people, to trigger conditionally.

So a wizard doesn't walks into battle with wands and charms, flinging explosive beads, cracking a necklace to stun his opponents. These are things he would have prepared earlier, though RPM mages do have a small mana pool to draw from in the middle of battle.

It's also great because a character can be a mage without having a huge point investment. They WILL need to go full cultist-mode with magic diagrams on the floor, incense candles and a piece of a victim's hair and all that though.

http://www.sjgames.com/gurps/books/ritualpathmagic/

There's a lot of support on the SJ games forums for it, and even some examples of people making their own magic paths.

For details on other magic systems in GURPS, & a general comparison: http://pastebin.com/4Wk6gB2D

>Advice and howtos:

Use the semi-official errata: Will & perception are not based on IQ. Do it.

2nd, USE TEMPLATES. Your players are going to be swamped in all the options, Templates cut through that by only providing the options that are relevant to them.

I'm not really sure what to point you to for templates, since it could vary wildly depending on what your players are doing. I usually make my own templates for my players, but I've got a decent chunk of experience so I feel comfortable doing so.

At the very least you'll want to look at Kromm's stuff. Kromm one of the GURPS staff and often posts on the forums (the GURPS crew are very communicative).

You WANT http://gurpscharactersheet.com Included under classes > kromm are templates assembled from his words of wisdom; action hero, adventurer, and everyman, with instructions like "pick one of X." You'll want to start each character by running them through those

The everyman template has a few things that add flavour to a character, but are NOT useless.

The action hero template includes:

>picking a grappling skill

>picking a melee skill

>the holdout skill (aka hide-items-on-your-person, the skill)

>a ranged weapon skill

>an unarmed skill

>throwing skill

These are good and pretty much every actiony hero needs once of each of those skills.

The Adventurer template expands on this, adding perception skills for finding and discovering, outdoor skills for getting around and getting to places, and choosing people skills for interacting with "your people." If your characters are doing adventure things,t hey will need to use all those skills at one point or another.

Finally, the Everyman template is worth looking at for some flavour. Don't forget area knowledge, every character should have it unless they would have it for an area never visited in the campaign.

Finally, here's something some GMs (to my surprise) forget:

WHEN A CHARACTER IS NOT IN COMBAT OR RISKY SITUATION, THEY GET A +4 BONUS TO MOST SKILLS. THAT IS WHY A SKILL OF 10 IS CONSIDERED ACCEPTABLE IN MOST THINGS.

A +4 bonus is a lot in GURPS, and this makes sense. For example, there are people who can get great groupings down at the range, but in a combat situation their accuracy is shit. (This is true of most soldiers too). The difference between doing something in a normal environment, and in a combat environment is enormous.

This is also why a skill level of 14 is considered "expert," as outside of combat they have an effective skill of 18 and thus a less than 1% chance of failure.

Lastly, don't make your players roll for random shit just so they roll. I've played and run GURPS sessions without a single dice roll because there was no situation that required one.


 No.226886

>>226861

>Since you're at a transition point, get GURPS Low Tech AND GURPS High Tech

Actually he's not. His campaign seems to be set in the middle of TL5, and TL5 begins at late XVIII century - High Tech has plenty of flintlock guns.


 No.227178

>>226482

>Definitely read "How to be a GURPS GM" book

This!

Also, depending on how much your players love reading rules you might want to make some templates for them. Actually, even if they won't use them, a couple of templates are nice to "set the tone" for a campaign.


 No.227186

File: 1458392542824.png (93.06 KB, 436x544, 109:136, gurps typing.png)

You're going to want to max out this skill ASAP. It's pretty much the god stat.


 No.227191

File: 1458394646933.jpg (39.11 KB, 600x456, 25:19, shocked-e1432712672901.jpg)

>>226861

>Related to extremely rare magic, I recommend using GURPS Ritual Path Magic.

I had a PDF and had not yet read it.

Your post inspired me to read the PDF.

Wow.

It's the Thaumatology system I never knew I wanted. Until I saw it.

It's a little bit like Mage (in terms of the free-form spellcasting, not in terms of the Paradigm Postmodernism), but it actually looks PLAYABLE.

Thanks.


 No.227223

>>226861

>It's definitely regarded as the best GURPS Magic system

Actually, there is also a Sorcery - both systems are equally awesome, but are completely different.

However, if you add Ritual Powers from Pyramid 66 to RPM, then you will get the best of the both worlds


 No.227366

File: 1458440943115.gif (768.26 KB, 245x238, 35:34, feminist.gif)

>>227191

Actually I think there is a typo or a design flaw in the rules.

RPM, p. 6:

Ritual Adept (Time): You may cast spells faster. Level 1

allows you to tap into energy sources in just one second

without the -5 and allows you to make your initial energy

accumulation roll (only) in just five seconds without the -5.

All subsequent accumulation rolls are at -5 unless they take

the full five minutes! Level 2 (the maximum) lets you tap

into energy sources (in one second) without even rolling and

speeds up all of your accumulation rolls. 10 points/level.

However, the example of casting a spell has accumulation rolls that take five seconds, not five minutes.

Page 22:

He takes five seconds and rolls against Path of Undead,

succeeding by 6, for 6 energy. Another five seconds and he

succeeds by 4, for 10 total energy. Another five seconds and

he fails; he has 11 total energy, but there’ll be a quirk – the

GM decides that the field will also resist the first spell he

casts across it

That's three rolls, each of which took five seconds. Maybe this guy is supposed to have the Level 2 advantage. If so, they should have made that explicit.

So how long would they take with the Level 2 advantage?


 No.227374

>>227366

If you recall GURPS 3rd edition, there was a version of "Mage the Ascension."

That version assigned mages at least 400 points of advantages. I think it was bumped up with about 100 points of disadvantages.

So let's see how much Ritual Path Magic 400 points can buy us.

IQ 15 = 100 Character Points

10 IQ/VH skills at level 16 = 120 CP

(Thaumatology and 9 Path skills)

Magery 9 = 95 CP

Ritual Adept = 40 cp

Other skills/attributes/advantages = 45 cp

This guy has Magery 9, so he has a basic energy reserve of 27. That allows him to throw a 3d fireball in

one second, without stopping to gather energy, plus have a few points of internal energy left over.

Of course, he will prepare for combat by hanging conditional spells: 25 of them. It would take him quite a bit of time to prepare 25 demanding spells, but he can use "Path of Magic" to recharge his 27 points in a few dice rolls taking five seconds each.

This character could theoretically take 200 points of Disadvantages to balance out. Regardless, in terms of sheer in-game activity, this guy could be one heck of a combatant.


 No.227495

>>227191

I know right? I found it and it just blew me away, it's incredible.

There's also some things on the forum and R&P, from the writer of the system that are pertinent, like how to use it to give a weapon a bit more damage, and summoning:

>summoning

http://forums.sjgames.com/showpost.php?p=1681013&postcount=38

http://www.ravensnpennies.com/2014/04/gurps101-spell-kits-for-casters.html

I can't find the forum post for damage, but it's out there.

>>227366

It's stated elsewhere that all the examples assume a full magic adept.

>>227223

>Ritual Powers

Yes I fucking love that too. I thought I mentioned it, but I must have edited that part out of my post to avoid giving too much tl;dr


 No.228475

>>227178

>>226482

OP HERE. Thanks for the advice everyone.

Where do I find the how to be a gurps DM without dropping even more money on books?


 No.228665

>>227374

>>227366

>>227191

For ritual path magic, a wizard is best off making buffs and debuffs. The right spells turn a tpk into a joke but only if your player is creative and the enemy is unprepared


 No.228755

File: 1458792658300.pdf (3.08 MB, how_to_be a_GURPS_GM.pdf)

>>228475

I got you OP.


 No.228827

File: 1458823219756.jpg (94.05 KB, 480x640, 3:4, 1418673284968.jpg)

>>227191

>>228755

Got the Thaumatology: Ritual Path Magic pdf by any chance? Sorcery too?


 No.228831

File: 1458824169121.pdf (2.22 MB, GURPS 4E - Thaumatology - ….pdf)

>>228827

Don't have sorcery


 No.228832

File: 1458824572505.jpg (58.28 KB, 500x708, 125:177, 1420321670567.jpg)

>>228831

Thank you so much! Hopefully someone else has it. Have another wizard.




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