CourtFool
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Posts posted by CourtFool
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G.U.R.P.S. Horror
Originally posted by Just JoeIn another thread, I asked about resources that would be useful in a 1930's Europe game (somewhere in the netherrealms between realistic, pulp, and horror). This seems like a good place to ask about any GURPS books that might help me. High-Tech has been slightly useful to me. In it, there is a reference to a 1900-1930 price list in GURPS Horror. Has anyone seen this? How extensive is the list?
G.U.R.P.S. Horror second addition has about 11 pages devoted to 'The Roaring Twenties'. It covers America in the 1920s, Politics and Government, Social Class and Daily Life and Horror in the Roaring 20's. The equipment list is about half a page not including weapons listed elsewhere with only a Tech Level giving indication when the particular weapon will be available.
Llama does not think G.U.R.P.S. Horror will be particularly useful as a reference for the time period you are looking for. Llama agrees that G.U.R.P.S. Cliffhanger is probably a better resource, although llama does not have it and can not make a better judgement.
Llama HTH.
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Re: Re: ...but it says 0-60 in 4.7 seconds.
Originally posted by Fuzzy Gnome30" at SPD 4 is only 20 m/s or about 45 mph. It should take about 4 seconds to reach 60 at that rate.
Doh! Llama did not read the part about the inches column being non-combat on the chart. Thank you for the correction.
Two words, Evil Thoughs...de caf.
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...but it says 0-60 in 4.7 seconds.
Let llama see if he has this correct.
Each segments equals one second. One turn equals twelve seconds.
A vehicle may accelerate or decelerate up to its full Combat Movement velocity each Phase.
So, the Lotus Esprit Turbo listed on pg 45 would accelerate up to 90mph (30" @ SPD 4) in 3 seconds (Phase 3)?
That is far more impressive than 60mph (10" @ SPD 4) in 4.7 seconds (somewhere between Phase 4 and 5).
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Originally posted by BobGreenwade
0-60 time is done with Increased Acceleration (TUV page 23).
Llama missed that. Thanks.
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How many to the dwarves?
...and one book to rule them all. Although llama does not suggest tossing your Hero book into the flames to see if an ancient script appears in the margins.
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Hello, Bahamas? This is Gorbachev.
Nothing like the cold war for a spy campaign. Can Jan Hammer do the soundtrack for llama's campaign?
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Converting mpg to game inches was great. Along the same lines, llama would have liked to have seen some method for converting 0-60 time to DEX and levels with ground movement. Llama would have also liked to have seen a vehicles ranged used as a limitation instead of a standard 6-hour fuel charge. Why not horsepower or torque for STRs between every 5 points?
Llama knows this is just nit-picking and can make up his own overly-complex formulas and charts; just wanted to toss some ideas out to get Hero thinking on their next Ultimate book.
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Originally posted by Steve Long
I've got the GURPS western book. It's pretty good, but I plan to do even better.
Of that, llama has no doubt. Simply pointing out other resources available until the end all, be all of western gaming is released by DOJ.
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Ride 'em Llama!
May llama suggest G.U.R.P.S. Old West in the interim and as another reference for Steve?
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I said good day.
Llama plops down his 3 points for KS (Fashion).
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Originally posted by ShadowRaptor
...at least all the books cost the same as the 3 core books for D&D, and that's for just a fantasy game.
D&D 3 or D&D 3.5? (insert snickers here)
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Yes, but...
You could conceivably convert all of the styles from G.U.R.P.S. Martial Arts to Hero with only the core book. That being said, llama's opinion is that TUMA is a better book than TUV. If Martial Arts are an integral part of your game TUMA will give you more options, a better feel and more styles to choose from than G.U.R.P.S. Martial Arts.
Just as a point of reference, llama has G.U.R.P.S. Martial Arts and Vehicles as well as TUMA and TUV.
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Llama converted from G.U.R.P.S. to Hero. He still uses the library extensively for ideas and campaign material. In fact, Llama just picked up Alternate Earths for his Dimension Travel campaign.
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Originally posted by GradonSilverton
Powers Cost: 63Cost Power END 63 Leomund's Secure Shelter : Summon 200-point Stone Shelter, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Difficult To Dispel (x8 Active Points) (+3/4) (110 Active Points); Gestures (-1/4), Requires both hands (-1/4), Incantations (-1/4) If you are sticking closely with the number of spells a wizard can cast a day, llama would suggest going with Charges. It will help reduce cost and you will not have to pay for Reduced Endurance.
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Rocks!
Yeah...rocks.
Energy Blast: 1d6 OIF -½ (Sure you can take the rock away, but they just pick up another one), Range Based On Strength -¼, Reduced Penetration -¼ (Any armor will take the sting out)
Active Cost: 5
Real Cost: 3
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Re: Re: 2 cents
Originally posted by GradonSilverton...as for players getting a hold of it...if they do, they will be praying they have big balls if they want to keep it....
No, no, no! Players = no armor or shield. Not this armor. Not chain mail. Not any.
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Remind me to never allow my players armor or shields either.
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Originally posted by DarkGreen
Guy 2: Bruenor the dwarf in a battle craze
Spent 12 points on PSLs with sweep (all weapons) for a 4 OCV offset. Can attack at same penalties 3 times a round before getting minuses, and has a hand free for a large shield.
Result: 3 attacks at full OCV, +3 DCV - cost 12 pts
Yikes! Remind me to never ever allow Penalty Skill Levels in my games.
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Originally posted by Greenstar
I'm not so sure. I've considered things, and I can't seee a horrid objection to the "deck of cards 1-12" method. It adds a small amount of randomness to the play and helps cut down ont he metagaming aspect (and please, don't use the "IC vs. OOC issue here. That's impossible to really adjudicate well) without crucifying the system.
I would still be against this system because with my luck I will draw a bunch of high cards and the SPD 3 grunts would get all the low cards.
Originally posted by GreenstarBut the bottom line is, why not use what works for you? There seems to be a lot of "religious war" sentiment in this thread.
A good point, but I think people feel very strongly about this as I do. I am sure we have all played in a game where the GM used a house rule we hated. That is where the anger is coming from. But hey...what does a fat, hairy llama know?
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Now that I think of it, I have not seen too many people take more than 4 points worth of WF; Common Melee and Common Missile. It is your game afterall, you are free to do as you please. I simply disagree that it should only cost 9 points to use any weapon in my campaign.
I was not suggesting any limitation on the DCV at all.
Maybe I misunderstood the rules somewhere. I thought the +3 DCV from Dodge remained until your next phase. If it did, you would not need extra actions to dodge. Blocking would be another matter, however, I think a straight across +3 DCV is simpler mechanically and the special effect would still give you the same feel. If the opponent misses, the player can decide whether it was a dodge or parry. You also would not have to worry about someone being much faster than you since you do not have to count which segments you can Dodge or Block. Even if they have a SPD 12, you still get your +3 bonus.
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And all this time I have been buying Weapon Familiarity? I think Weapon Master is far too cheap. I am not sure it is appropriate to use PSL for something that already has a specific skill for it. I would take a look at the WF list and see what it would cost to buy all the WF in your campaign and then adjust that up or down as you feel appropriate. Call it Weapon Familiarity (All Weapons).
I also think Battle Dancer is too cheap. Any SPD adjustment needs to be carefully monitored. Why not some nice Defensive Combat Levels? +3 DCV Special Effect: Always bobbing and weaving.
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Originally posted by Derek Hiemforth
He's saying that if your SPD is higher than theirs, you can Dodge on all of theirPhases and still smack them in your remaining one(s).
So the character with a higher SPD dances around his opponent waiting for an opening to make his fatal blow? Personally, I see nothing wrong with this.
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Originally posted by Markdoc
That's not the point: as a GM, I have an unlimited universe of player-hurting tools were I to want them. I WANT the players to be heroic.
It sounds to me that by taking advantage of the SPD chart they are being heroic.
'cos they can read. :-) Seriously, if they leap on a a villian, and he goes on 3, they automatically think "Min SPD4". Using the standard SPD chart he might be 5, or 6 and trying to lull them into a false sense of security, but it doesn't take long to work out.
It seems a few held actions would add some mystery.
a) to make life simpler for the GM - to get away from the "Umm, it's phase 9 - who goes now? No, Grymm, you aborted on 7, didn't you? Oh wait, I forgot, Thorgall hasn't gone on 8 yet, and by the way, those archers who were delayed, did they shoot, already?"and to avoid the "I'll save my action until 7, 'cos nobody goes then, so I can sweep with all my levels on OCV. Then on 8, I go before them, so I'll switch all my levels to DCV and dodge. On 12 I'll delay again, so if they attack I can dodge, but if they don't attack, then I'll delay until 1 so I can sweep again. I'm going to get a soda now, here's my damage and attack rolls - let me know how it went while I was away"
Am I understanding correctly that using held actions adds unwanted complications? Even with held actions, a higher speed character is eventually going to get that extra phase.
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Speed kills.
1. Remind me why it is bad for the character to succeed?
2. Why do your players know what their opponent's SPD is?
3. If there is such a big difference between SPD 3 and 4, throw some SPD 4 villians at your players. It is not like the GM is limited to character points.
Now this is my own personal feeling, so I am not attacking anyone here, but I really hate any additional randomness. I have lousey luck with dice so the fewer rolls I have to make the better. If you I have to make some kind of roll (with or without butter) for my SPD, I can promise you I will get screwed.
It is my opinion that a player who spent ten extra points on SPD should have an advantage. I have never had a problem with players calculating which phase to perform a specific maneuver. Most of my combats are deadly lethal and rarely last longer than two turns. Whoever draws first, wins. Is this bad? Only if you are the slower one.
My best tactic for players who abuse a particular rule is to use it right back against them. Let the villians maximize their effectiveness on the SPD chart too.
Just my 1¢ worth. Your players are obviously far more devious than mine and enjoy ruining the game by exploiting weakness.
Western Hero
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Ahem! Why is the time flashing on your VCR?