A random stray thought while sleep-deprived over on my private Discord server for my gaming group had me asking if you could reverse the order of initiative in GURPS and what it would ultimately mean. This led to a couple of other thoughts and I’ve just kind of tossed them all down here. Do note that […]
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GURPS101: Preparation Required New Modifiers
A real quick “micro-rules” post on Preparation Required from stuff I had in one of my own campaigns. Intermediate Levels of Preparation RequiredIf we play with the values we can interpolate different required times with a given value for each one: Preparation Required, 5 seconds (-5%) Preparation Required, 30 seconds (-10%) Preparation Required, 1 minute […]
Continue readingGURPS101: FP Cost Limited by Margin
So one of my players and I got to talking about how you might design an ability where the FP cost were variable depending on how well you rolled to activate it. This got me to thinking – how the heck could I do something like this? I eventually came up with a conclusion that wasn’t […]
Continue readingGURPS101: Attribute Synergies
Another of my “micro-rules” this time expanding on the idea of Complementary Rolls (GURPS Action 2: Exploits, p. 5; GURPS: Social Engineering, p. 21, 31, 48), but using attributes instead. How It WorksAttribute synergy uses the same rules as complementary skills rolls – make a roll and give a +1 to another roll if you succeed, -1 […]
Continue readingGURPS101: Dungeon Fantasy Favored Professions
GURPS Dungeon Fantasy has a nifty notation for it’s non-human races: “Marginal Professions” and “Favored Professions.” Basically, “this is going to be hard due to your race” or “this is going to be easier due to your race.” Now, if we go old skool races had an impact on your character class – why? Because reasons. Because […]
Continue readingGURPS101: Battle Fatigue
GURPS After the End 1: Wastelanders brought us the amazing rules modification “Long-Term Fatigue Points.” A system which allows the GM to assess penalties for lack of food, water, sleep, or a comfortable environment without the hassle the regular rules may pose to some. I’ve repurposed these rules a lot on my blog and in my […]
Continue readingThe Hurt Locker: Doodads and Gewgaws, Part II
The follow-up to a previous post. This post is all about the Doodad perk and a few other odds and ends for gizmos and gizmo-like traits. Foreight, Schmoresight+Pk Levine‘s “Fortunately, I Saw This Coming” from Pyramid #3/53: Action is one of my absolute favorite articles of all time. It’s a bit of brilliance that if there is ever a […]
Continue readingGURPS101: Simplified Skill Maintenance
Last week I talked about how to simplify the Improvement Through Study rules to streamline them in a way that allows you to track such things, without it becoming homework. This week I’m going to talk about another rule that’s great to use . . . but problematic in the execution: Skill Maintenance. Maintaining skills […]
Continue readingGURPS101: Simplified Improvement Through Study
I like to play around with the Basic Set rules – make the complicated stuff simple and the simple stuff complicated. I find you can learn a lot about a rules system by doing that and GURPS is no exception. In my current campaign – The Chronicles of Ceteri – a lot of the external friction I’m […]
Continue readingThe Hurt Locker: Doodads and Gewgaws, Part I
No adventurer or hero can carry everything they need. GURPS allows you a extremely broad choice of gear thanks to its many catalogues and tech-books – but what if you really need a bunch of paperclips and you’re not near an office? Or you need to make a repair to an engine and you’ve got no […]
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