Even if you managed to ignore the entire technological argument going on and focus on your self-imposed HURR OTHER SOCIEITES, then it still means the argument is valid, because the price of weapons warried from place to place and from culture to culture. Something that GURPS doesn't even bother to try to cover, so you end up with all the non-European weapons having European prices, entirely for the sake of balance or any other bullshit argument, even if the local level of metal smelting and metal working was entire centuries ahead. We've got both Indian and Chinese weapons that cost as much, and often more, than European "counterparts", solely to avoid the problem with players getting their hands on cheaper, better weapons based on the weapon tables.
Basis in reality? None
Cheap rule patch? Of course.
GURPS General
>Again, are you aware world outside England existed?
Yes, I am. As a filthy sassanach history grad though I'm most qualified to talk about English history as that's where my knowledge is focused, which was relevant because the question of yeoman using shortswords vs. broadswords was mentioned in the post above the one I replied to. Further, pointing out historical patterns of sword-usage is helpful because it illustrates that the LT price does not adequately reflect reality, at least in this context, which is the point I supposedly missed. Considering how international the medieval arms trade was, with a large proportion of swords being made in a small number of continental production centres (especially in Germany) and then exported, the economics of sword ownership in England is not entirely irrelevant to discussing medieval Europe as a whole. If someone with a decent grasp of Spanish or French medieval history wants to jump in with more examples then that would be great and I'm not going poohpooh them out of Anglophilic chauvinism.
You also seem to have missed the part where I did not defend the current prices and infact suggested that equipment costs be tailored to time/place rather than a single price for all TLs. It would be a lot of work, but even if it was broken down by TL with no additional granularity it would be an improvement on the current system if it was based on period pricing in the cultures the average game for that era would be set-in. Popular alternative locales (such as Japan) could possibly get their own micro-supplement with price lists through the ages for that specific setting. If GURPS did more Hotspots or 3e-style historical culture books then those would be the perfect place to stick revised price lists. Or just have a giant fan project download slowly being filled in as relevant specialists and sources are contributed.
Just wondering: Has anybody actually done what's described in pic related?
>Distances are given in feet and miles, rather than arbitrary units
First, ALL units are arbitrary.
Second, the irony of praising retarded as non-arbitrary is lethal.
And I'm using GURPS for Twilight 2000 extensively.
I've used some other games as inspiration or to fill in the gaps in GURPS books. LT doesn't dwell much on the 1600s so a TYW game drew a lot of ideas, tweaks and material (including the magic systems, built via Thaumatology) from Renaissance D100 and it's ECW daughter-game.
Mostly though, it's the other way around. GURPS supplements are mostly well researched and packed full of useful stuff so I often have them to hand when planning campaignd in other systems.
How would I make an innate attack deal damage to fatigue as well to health? For example, the Frostbite power in Skyrim is sprayed at a person, and causes them to take damage to their health as well as lower stamina. How would I stat this power up?
I did at least three Eberron games using gurps!
Great games.
Link or follow-up, depending on your flavor of combination
Have you discovered any interesting books in GURPS bibliographies?
I haven't really taken the time to search through them, but I did buy the first book in the Xanth series when Goodreads told me it was on sale and I remembered that I'd seen it in the bibliography for GURPS Powers.
Sean Punch in 2004:
>Because this edition's Basic Set is comprehensive, there is no need to "bolt on" extra rules that will come to be seen as mandatory.
Has this declaration been borne out? Or are there some pieces of 4e that are "seen as mandatory" despite appearing outside the Basic Set?
See also, of course, the article Ten for Ten in Pyramid 3-70, which enumerates around twenty items that Punch "feel[s] would have been worthy of the Basic Set".