GURPS General - /gurpsgen/

How much realism and grittyness is too much?

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Things I consider too much gritty realism:

The bleeding rules.
Forcing PCs to use the training rules to spend their xp.
Not allowing stat/skill optimisation.
Not allowing luck, serendipity, and other meta-game advantages.
Enforcing unusual background as anything but a balancing mechanic.
ST limit for female characters.

I was about to say "PCs below 100 pts". But then I remembered the psychic hobo adventures I ran a few years back.

Personally I use the bleeding rules as per Basic, the MA ones are too much for me. I let them cut up shirts and count that as improvised equipment for bandaging its not so bad. Its 1 attempt per minute and bleeding is every one minute.

As a GM, I use the first and second ones. Come at me.

This is how I want to run my next 80s PSIOPS game.
Retro to the extreme

Also
>supernatural durability done right in a realistic game

at the point where the GM is yelling and the players are looking at their phones.

>Not allowing luck, serendipity, and other meta-game advantages
>too much gritty realism
With those it won't be gritty realism at all.
>ST limit for female characters
Someone actually does that? I don't see any point in gender-related restrictions in the first place unless we are playing "dumb men do dumb work while dumb women stay at kitchen" or something.

I can see the justification for allowing things like luck even in a realistic game. Hell, I think Tactical Shootings even says something to the effect of "always allow your PCs to have luck; not only does that make them last longer, statistically speaking, a lot of famous gunfighters survived because they got lucky when they needed it!"

Okay...does ANYONE here seriously use the facing rules other than to determine if an attack can be defended against (i.e. attacks from the rear)?

*All the time* runaround attacks and weapon side attacks against shield users. Maneuvering to surround and limit retreats and similar things are a huge part of combat. I even use Situational Awareness from TS even in games without guns and restricted vision from helmets.

What classes would you consider core for a classic Final Fantasy-esque game? Warrior, Thief, and W/R/B Mage are a given, but what else woudl you include?

If I were to build templates, what would be its own template and what would be a customization option for a different template? For example, I'm considering just having the various Mages be different flavors of a single Magician template, but there's also stuff like maybe folding Black Belt and Dragoon into Warrior. There's the issue that a lot of classes are either arbitrary differences or exist around a single gimmick (e.g. FF's Dragoon and Bravely Default's Swordsman can do counterattacks).

Okay: defense penalties are lumped into "to determine if an attack can be defended against". What I am refer to are the limitations on being able to rotate in a single turn and how it usually costs extra "movement".

Of course. Being able to spin at the end of movement is the single biggest reason my players use Move and Attack. If you don't pay attention to this stuff what's the point of tracking facing at all? Why even use tactical combat at that point in my opinion.

Which isn't to say games that don't turn on all the complexity dials aren't fun. I even run them that way when it fits the genre. Mostly though it's grittiness that goes to 11.

referring to*

I love Sorcery!

>that questionable looking he-she
>that horse package
Is this porn?

In Veeky Forums? Surely not, my esteemed anonfriend. Surely not.

So, if I wanted to run a Twilight 2000 game in GURPS, how would I determine the player's starting radiation level?

In the original system, it was based off of pic related. Any idea how to transfer that to GURPS?

Keep in mind GURPS dose not fuck around when it comes to radiation. 21 rads and a bad HT roll and you have terminal radiation sickness and death can only be delayed; it will continue until you die.

435-436 basic set covers this.

I'd say that each point of persistent Rads is worth 1 point as a Disadvantage. No random roll, just you can have up to 5 points of Rads that will never flush out of your system without ultra-tech or magic.

That means that you at one point caught a dose equal to ten times that amount, but it's dropped down to the persistent level with time.

Just roll a bunch of dice, and remember that the world of T2K is not only a pretty depressing place but also mostly radioactive.

Do your T2K characters all have a secret 75-point disad, "terminally ill, will die of leukemia due to radiation exposure in one year plus 2d6 months" ?

It's like Gamma World without the robots and mutants, for heaven's sake.

I don't see why it would be. The picture is from DeviantArt and wasn't marked as Mature Content.

Runaround attacks are sort of the stupidest thing in GURPS. In ONE FUCKING SECOND you are running past sometime, turning around, then attacking them?

>Bleeding rules
Are pretty generous. In most games people bandage wounds after a fight anyway to recover HP, so they aren't all that vital. It's pretty much just "so that's how the people we leave under zero HP from sword/gunshot wounds die".

>Training rules to spend XP

I use one or the other. Either you don't get character points, but every time you can get 200 hours in you can put a point in a skill or attribute and most Advantages are rewarded by role playing and how the story develops or you get extra points at the end of a session and can, within reason, use them however you like to improve your character.

>Not allowing stat/skill optimization.

Fine during creation. Afterward no, you can't reduce your Bow, Broadsword, Shield, Erotic Art and Ride skills in order to buy a point of DX.

>Not allowing luck, serendipity, and other meta-game advantages.

I prefer to have Luck based on game time, rather then real world time. Once per 'chapter' in the story, you can use your luck.

How would you price pic related as a Divine Curse or other disadvantage?

The problem with that is that you'd likely just get 10-20 rads, puke and be fucking useless for a month, then you'd have 1-2 persistent rads and never have to think of it again.

1 point quirk, and only in a silly game.

A good reason to take several disadvantages, like social disease, reputation, ect.

Okay, that sounds like it could be reasonable. It at least prevents the players from all being horribly mangled by radiation at the start of the game. Twilight 2000's rules are just as brutal, but it requires higher doses is the thing.

Come on, Twilight 2000 isn't /that/ depressing.

Until you got more rads. If you're playing T2K your party is most likely in the middle of post-nuclear Poland, which both NATO and the Warsaw Pact nuked until it glowed, then nuked it some more in the dark. In the 21st Century of this game, Poland's main export is gamma rays.

It's been a while since I played but I seem to recall that craters from groundbursts appear on the random encounter tables. Roll 1d6. 1, it's an ambush by marauders. 2, it's an encounter with some of Poland's surviving (and radiation-resistant) wildlife. 3, it's an ambush by marauders. 4-6, oh look, it's a glassy-walled crater. Who wants some rads? Everybody roll 2d6 for additional rads for every minute you spend within 200 meters of the crater.

Craters from tactical air and ground bursts both appear on the table.

Though, if the team has working Geiger counters (Which to be fair, they won't have for long when the batteries run out...) they can escape those craters fairly easily.

I'm likely going to use the more fair radiation rules from the third edition though, where it's only 1d6 rads per hour in a crater.

Combination of Clueless, Easy to Read, Oblivious, Overconfidence, Reputation (Looser) or Social Stigma (Ignorant),

You could play it a little more realistic. 10 rads/hour from exposure to the crater, reduced by half for every 5 meters from the directly irritated area, and if you breath any of the dust around there 4d rads. Maybe a NBC Suit roll to avoid exposure if you don't have a chance to go though a decon-shower before you have to take off your mask.

The real danger being near a blast crater is less from the crater itself then from the danger of getting alpha-emitting dust inside your body. One careless breath and you are fucked forever, hope you've got your potassium iodine.

That does sound good, but I'm not entirely sure I can be bothered to make it that specific. Though, the difference for using and not using MOPP suits is something I like. I can't remember if T2k did that. I think it did, as in your just took half of the normal rads or something.

I neglected to ask; The last nuclear weapon was detonated sometime around December 1998. It is currently July 2000. Would you say the dust rule and such still applies?

I like the idea of making gas mask or proper NBC gear vital to survival where radioactive dust is settled. Choosing to use your water to wash off or drink is also one of those painful things I like to inflict on players.

I can't help but think that dust protection should be pretty binary, however. 99% of deaths from ionizing radiation are from alpha emitting dust exposure, with the rest being REALLY stupid people handling gamma and beta emitters.

Detonations in '98 would have mostly been W76 and it's Russian counterpart, 100 kilotonne fusion-boosted-fission weapons that would..

1) Not be detonated on the ground
2) Have minimal fallout after 2 years. You could dispense with protective gear, though you'd be at a considerably higher risk for developing cancer later in life.

So yeah, after two years you don't need to worry about alpha emitting dust so much. The worst would be things like VX in sealed areas or places where it was protected from rain and UV light.

Right. I'm currently reading through pic related right now, so hopefully that will give me a better idea of that kind of stuff.

Speaking of VX as well, is there any rules for that and other sorts of chemical weapons (Phosgene, Sulfer-Mustard, etc)? Not that I'm going to shower my players in chemical weapons, but they do make an appearance every now and against in T2k games.

There's some rules in Basic Set, same chapter as radiation. VX exposure is pretty much horrible painful death, if nobody is johnny on the spot with atropine.

>if nobody is johnny on the spot with atropine.
Thank fuck WW3 IFAKs come with Atropine/2PAMCI

So would you say that something like 1d rads per hour for a ground burst (For whatever reason that was) with 1 rad per hour for air bursts? Both receiving normal PF from MOPP suits?

I'd say the burned area from an airburst would be 0-1 rads per month after two years and would be safe to reoccupy without protective gear, while ground zero-ground burst. A ground burst crater would still be hot, 1d per hour is likely fine. In either case a resperator would be a decent idea, you don't want to get some Cs-137 inside you, so a suit would provide some protection.

You're average joe isn't fast enough to perform a runaround attack. If my math is correct, you need a minimum move of 8, and that's starting directly in front of your target. "Average" person has move 5, and most PC's I've seen (I usually run 150-200 pt starting characters) have a move of 6 or 7.

>Running at 18 miles an hour, turning, striking in one second.

I'm not sure that max skill 9 is enough to cover how absurd that is.

Run around attacks are top anime

so much in GURPS becomes top anime. As for instance superjump slams with ultratech battlesuits.

Is GURPS secretly the most ANIME system?

It sure as hell can be.

Reminder that this is actually in the core rulebook. So yes.

GURPS Ghost in the Shell when

Don't forget about stop hits in case your opponent is waiting for you. You will have to move on a much bigger radius to avoid getting hit.

Sup GURPS friends.

I've got a question about general rules. I'm planning to run my first campaign as a GM under GURPS (so far I've only played it). The setting is planed to be maybe-mundane-maybe-magic Ur III period (so midst of TL1), but with "realistic" approach to characters (so no heroics, demi-gods and similar) and thus playing with rules as close to real world as possible. I've already munched through the Low Tech and Martial, skimmed Thaumatology for few bits and pieces about undecisive magic powers, but the main question still eludes me
How many points I should assign for players to create their characters? They are supposed to be just humans, straight from TL1, dealing with world around them with the tools at hand. By background they are also nothing special, so it's not like I can use suggestions like "Special Agent should be made for 200 points", as it hardly translates to the setting.
In short - how many points PCs should have in realistic late Sumer campaign.

And any suggestions outside this issue will be also welcomed

Easiest thing might to be to you yourself build up a sample character to see how many points it takes to get to approximately the power level you want, and set the limit somewhere around there.

Here's the deal: "realistic" real life people vary a lot in point levels. Do you want your players to be the most average of average cave dwellers? 50 points are probably fine. Do you want your players to be some of the more capable people of the tribe? 100 points, and it would still be realistic without any super-special background.

I'd suggest 150 points, with 30 points of space for disadvantages.

This gives plenty of points to make powerful people that can survive the brutal, dirty combat at TL 1 where a mix of shitty armor and decent weapon options can leave a lot of people dead fast.

It's just enough points to work fine if someone wants to make a Goliath or Sampson when he's not filled with the wrath of god.

As for social things, you might want to suggest to them Claim to Hospitality or something similar if their family has some pull among the city states, or if they are simply part of a large, spread out extended family where they can often stay with a cousin, uncle or friend of the family when traveling.

Note that this is into the heroic level. One of these men might defeat several common soldiers given a narrow hallway or wall to keep his back safe and two working together could tear though quite a few average men.

Perhaps more important, one focused on conversation, diplomacy and manipulation might be able to sell sand in Baghdad or talk his way right out of a prison cell.

Thirty points in disadvantages allows them to be interestingly flawed without having so many problems that it's hard to work them all into a story.

Keep us informed. I'd be interested to hear how it turns out.

>Tribe
>Cave
The Neo-Sumerian Empire was acutely pretty advanced, as far as it goes. Written laws, irrigation, advanced systems of worship and standing armies were all a thing.

This might be the age that Gilgamesh's story was first written down. We don't really know, as this all was four thousand years ago, but they'd been making pyramids in Egypt for like 700 years by then. This isn't the stone age.

I'm doing them around 70, but I'm pretty much infamous for making one-trick ponies, so it's not really helpful.

What about giving different value depending on the character backstory? Is that "kosher", or all PCs should be done for the same value within the campaign?

150 sounds like a lot - at least for me and the purpose of the campaign. But I guess combined with the previous two anons, the "perfect" choice would be 125 and another 25 in disadvantages, PLUS some variables depending on backstory. This is by default low-combat game, with the classic "if you are fighting, something went really, really bad few hours ago"

.

Either way, thanks to all three of you. Assuming it's allowed to slightly vary between each PC with starting points, this should work

How do you figure? You just need to move three hexes and turn, and I think you get a free 60-degree rotation per hex moved.
Regardless, my favorite runaround attack is evading though an enemy hex and spinning (acrobatic movement from martial arts); a Committed Attacker or a speedy fighter with Move 11 can do it with Steps alone.

Shit, not sure why I thought TL0 there. Point still stands, realistic point levels vary a lot because real people vary a lot in competence.

*100 and another 25

Original user here. GURPS treats "10" as "average", so that's why I'm asking what could be considered "average". Guess it's not that simple in realistic campaign

>What about giving different value depending on the character backstory? Is that "kosher", or all PCs should be done for the same value within the campaign?

I really don't se why you would do this? All players would like to be roughly equally competent and able to contribute, right? That's why point levels exist.

What GURPS call average is very much definitely not an adventurer. Very few people would actually want to roleplay as an average-level person.

It's good for horror games, I guess.

Good point.

150 is a lot, but I like my players to have lots of options. To be able to ride a horse, swim a river, seduce a woman, bypass a lock or beat a man to death if that's what the story needs of them. In many ways points do less to determine how dangerous a PC is then how many different ways they can tackle problems.

Low combat doesn't mean violence is always a bad idea to me, just that it's something you need to think very hard about and shouldn't use lightly. A badass warrior's still an interesting option there, especially when their presence defuses situations and prevents them from escalating. (Toughs with clubs might think twice about trying to intimidate a group that includes a man five cubits tall with a spear the same height.)

But it suits to be average in this particular game, herce the question.

The story is about playing politics, not doing heroic stuff. I've stated that in the very first post (at least the non-heroic part). And out of 4 PCs, only one is planned as being combat orientated at all.

All things said considered, your estimation of 70 points doesn't sound too off for what you want. Upp it to 80 points to give your players a bit of leeway.

If they are playing political games they need more points. At 150 they won't be able to afford the status, wealth and allies to matter

I don't think wealth and status went that high back in TL1. They don't need to be status 7 multimillionaires to be significant.

Jokes on you I've already run that.

Next on the list is Cowboy Bebop.

Guys, i know there should be a GURPS Bringing Sword To A Gunfight book. So, where it can be?

Martial Art,Gun Fu and the Action series all deal with matters of action movies.

The best tip though is to just force players to buy up speed while simultaneously not allow prediction shots (aka deceptive attacks for ranged weapons).

That way, guns become a lot lethal because
>players will just dodge everything
>players will just run into melee immidiately
>melee weapons+deceptive attacks are much more likely to drop an opponent

You can also nerf guns directly with stuff like survivable guns to make "tanking a bullet" more likely.

I'm sure Gun Fu, one of the Action books or Martial Arts touch upon this.
I just wouldn't do it though. Especially if the bad guys with the guns already have weapons ready.

Weath and Status are both extremely cheap for anything below TL3.
And you can make a reliable low TL politician/diplomat for roughtly 90 points.

It's like you are making a characters that start out as significant characters within the setting and not round-the-mill Joes Average that happen to perform this or that trade and being completely anonymous outside their family.

Pyramid 93

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Why does a robot need so many abs?

another fun (but expensive) option would be Altered Time Rate + Enhanced Time Sense + Parry Missile Weapons

>just force players to buy up speed while simultaneously not allow prediction shots
>I just wouldn't do it though. Especially if the bad guys with the guns already have weapons ready.

Ahem, but why isn't just say no to buying guns? Or PCs with guns and cosmic high BS being on highest initiative steps (after ETS) will just spray'n'pray on enemies?
But anyway game as i imagine it, can afford to throw on party big bunch of katana wielding chinchongas with ease, and 88% of whose will die before any PC get scratched. And vice versa katanawielding edgy as hell PC kiddos, well, before they chop enough enemies to them intimidate for run.

>fun (but expensive) option would be Altered Time Rate + Enhanced Time Sense + Parry Missile Weapons
Think it will be like part being Wiedzmin. Like Daily charges.

Party just now affirmed that they want exactly TL9/10 Wiedzmins: youtu.be/JjhbrpaNo8U
But i foresee it will be *Sigh* more like eyeshooting big beasts with RHS-grade hides, and shootguning unwashed wired peasants, than street samuraing with claymore.

There's precedent for an 'only when not using X weapons' Limitation somewhere, I've definitely seen it somewhere on MA, one of the DF books, or one of the Power Ups books. 'Only when not using ranged weapons' is a fair extrapolation. Slap it on your super-speed augments, parry enhancers, etc. An excuse will work, as will no excuse at all. 'Because it fits the tone of the game' is all the explenation GURPS needs.

GURPS Powers talks about having DR (Bullets only, Only when not using firearms). You basically take a Vow with the GM to respect the tone and conventions of the setting.

>Ghost Shirt (-70%): DR 20 (Limited, Bullets, -60%; Pact, -10%) [30]. Notes: Your chi lets you resist bullets – if you don’t use modern weapons yourself! The special Pact limitation means you must take and observe Vow (Use only muscle-powered attacks) [-10]. If you use guns, explosives, etc., for any reason, you immediately lose the DR until 1d days have passed (the GM rolls in secret). Treat the combination of DR and Vow as a meta-trait: Ghost Shirt [20]. 20 points.
???
It from Martial Art

Wow it's almost like GURPS restates important things from supplement to supplement.

>A hero can have a Pact with the GM, if the GM agrees. The GM should only allow this if both the Pact and the modified ability support a genre convention, like “kung fu movie realism.” For instance, the player of a super-heroic karate master might make a deal with the GM: if he fights his foes hand-to-hand, bullets mostly won’t hurt him. He takes a -10-point Vow (“Never use a gun.”) and buys DR with Limited, Bullets, -60% and Pact, -10%. If he uses a gun, he gives up his DR for the rest of the fight. (p. P104)

Was just giving another source dude, no need to get your panties in a bunch.

Wouldn't this solve that user's problem? Use that same Vow on the advantages he feels melee fighters should have to keep them competitive (and limit those only to melee fighters).

The most fun part of that thing -- it's obviously visible thick and hard carapace...

That's not GURPS art, m8.
You can see by how your eyes aren't bleeding after seeing it.

Oh come on, it's not that bad. Outside Magic, at least.

Speaking of Mesopotamia... any suggestions for spear-totting Assyrian boisterious asshole build for 150+20, in non-magic, but still fantasy setting?

>non-magic, but still fantasy setting

What does this mean for your build options, exactly?

Are there any really in-depth driving/racing rules for GURPS, getting really deep into the minutiae of it like Martial Arts and Gun-Fu do? Like rules for slipstreaming, drifting, and detailed vehicle bits.

Where can I find racial templates for ghosts, gray aliens, and other such paranormal entities? I need them but want to know if they've been made before assembling them myself.

GURPS Car Wars

Do blocking spells roll vs. the spell skill or do they work off of (skill/2)+3 like Parry and Block? I'd assume the latter, but I can't find anything in Magic saying anything about it.

Drifting is "Pushing the Envelope" under Special Combat Situations in Campaigns. Can't speak about the other rules, maybe port over from Vehicles 3e?

Ghosts and other undead: Magic, Horror, Dungone Fantasy: Allies, Dungeon Fantasy: Summoners, Monster Hunters: The Mission, and Zombies. Each have their own versions e.g. DF skellies are built as basic fantasy combat minions and don't bother tracking certain things while ones from Zombies have more detail and general build. Take your pick.

ayy lmaos: Monster Hunters 5: Applied Xeneology has greys, xenomorphs, predators, and NWO puppetmasters. There's also a bunch of 3e books, which someone converted to 4e (pic related). It's only the stats, though; you'll need to buy/pirate the 3e book if you want the fluff.

>Drifting is "Pushing the Envelope"...
Just came in from the catalog and I got excited for a second thinking we were talking about drifting a la Pacific Rim.

>Do blocking spells roll vs. the spell skill or do they work off of (skill/2)+3 like Parry and Block? I'd assume the latter, but I can't find anything in Magic saying anything about it.
If they usable as Active Defence, then they should work like Active Defence

>Just came in from the catalog and I got excited for a second thinking we were talking about drifting a la Pacific Rim.

/gurpsgen/ we have a project

Monster Hunters 3 & 5 have terrifyingly dangerous versions.

Horror has more subtle versions.

Not for 4th edition, but there probably will be once they finish the vehicle design system and start publishing vehicle-related stuff.

It means the setting doesn't come with any form of magic, but it comes with mythological beasts. So a lot of tought shit to face and only really low tech at hand, with no magic artillery for help.

>once they finish the vehicle design system
Half-Life 3 will come out before GURPS Vehicles 4e

The Mass Combat in the City article is pretty disappointing, but it got me thinking. How practical would it be to adapt the mass combat rules for large-scale conflicts other than combat? For example, if you wanted to handle a police force actually doing their job instead of fighting a pseudo-military threat. Your actions would be stuff like 'build public support', 'crack down on gang activity' and so on.

Munchkin: Half-Life 3 (3rd Edition) will be sold out by the time SJG releases GURPS vehicles

Wouldn't that be covered under City Stats/City Management's improving the city's Corruption rating? Spending extra cash and using Propaganda as a complementary skill (as per increasing CR) would be building public support, cracking down on crime would be the default improving Corruption, and policies that overuse the police or rely on strongarm tactics woulc be increasing CR instead.

Turns out nope. I thought that maybe because blocking spells cost FP they might operate on more lenient rules, and it looks like I was (somewhat) right.

Incoming Krommpost:
>While the effect of a Blocking spell is equivalent to an active defense, the roll involved isn't an active defense roll. Just to start with, the roll is against a full skill, not (skill/2)+3. On the downside, Blocking spells are affected by the penalties for low mana, shock (DX/IQ penalty for injury last turn), spells "on," and a lot of other things that don't affect active defense rolls, and do not get +1 for Combat Reflexes. In addition, they always cost FP (even high skill can't change this), automatically interrupt long castings (no Will-3 roll allowed), and can't be used repeatedly in a turn (even at a penalty). As they have their own, fairly extensive drawbacks like this, making them subject to the standard run of active-defense penalties as well would be excessive. Thus, Blocking spells aren't affected by standard active defense penalties.

After the End (can't remember if it's 1 or 2) covers this with lighter rules than are in basic. Check them out as an alternate.