I don't care if you respect me, just buy my fucking book.
Formerly known as Old Geezer
I don't need an Ignore List, I need a Tongue My Pee Hole list.
The rules can't cure stupid, and the rules can't cure asshole.
Sure, and I'm well aware of that. As a matter of fact I've long argued for a slimmed down core for GURPS as a way to bring in new players. At it's core GURPS is 3d6 under stat or skill with skills being based on stats. Hit locations are optional though combat is still pretty detailed. But GURPS combat started as a detailed, one on one gladiatorial game, in Man to Man and carries that heritage.I'm more in love with the combat system than character creation which is so choked with options that you need to know the game pretty well even though the basic method is a simple points buy.
There's plenty of complex games that I don't like as well. But I do prefer a detailed blow by blow to abstraction. When I run D&D for the kids at the store I spend more time explaining that the damage roll indicates how an exchange of many blows came out than I do actually running combat.
But my original point was just that such a system can model exciting and interesting results well. This isn't a GURPS thread after all.
Last edited by David Johansen; 07-10-2016 at 10:07 AM.
At last! The big revision! More monsters! more magic! Two page hit location table!
The Arcane Confabulation
As I have been telling my group of players for years: "This is the beauty of Tekumel. You can use any rule system, or no rules at all and still adventure in it." My group has been using a combination of EPT, and AD&D for years and it works fine, although I feel that we could be even more streamlined and reduce everything to a simple percentile roll with appropriate modifiers. Old habits die hard I guess.
I knew someone who set up a Tekumel campaign using Rolemaster, and it worked fine for him and his group. It all comes down to what "floats your boat". I'm more in the "Gronan camp", I prefer less rules, but I do not think that a more rules intensive game is a bad thing. So long as consistency is maintained it's all good.
Shemek.
Whenever you find yourself on the side of the majority, it is time to pause and reflect.
Mark Twain
Chirine,
I was recently looking at the Tekumel map, and I noticed that there are cities/towns indicated on the islands of Hlyssa and Ssru Gatl. It is my understanding that these lands are ruled by the Hlyss, but were they once controlled by man? Are these towns/cities abandoned human ruins or do the Hlyss live there?
The word Hlyss. Is this the Tsolyani name for these creatures? Do you know what the Livyani, or Salarvyani call them?
Shemek.
Last edited by Shemek hiTankolel; 07-10-2016 at 11:55 AM.
Whenever you find yourself on the side of the majority, it is time to pause and reflect.
Mark Twain
...I think the conversational thread has gotten scrambled, I thought I was replying to someone else, old bean. I was referring to highly detailed moment-by-moment rules sets like GURPS.
Once upon a time, I must admit, I was striving for such a thing, but nowadays OD&D with its one minute combat round and "after a full minute of swording* away furiously have you done anything useful to the other bugger" die roll model appeals to me.
*in the word "swording", the "w" is not silent
I don't care if you respect me, just buy my fucking book.
Formerly known as Old Geezer
I don't need an Ignore List, I need a Tongue My Pee Hole list.
The rules can't cure stupid, and the rules can't cure asshole.
I don't care if you respect me, just buy my fucking book.
Formerly known as Old Geezer
I don't need an Ignore List, I need a Tongue My Pee Hole list.
The rules can't cure stupid, and the rules can't cure asshole.
GURPS is a bit like The Fantasy Trip after years and years of a rich diet.
Even so, the core combat system is:
Move= (Dexterity + Health)/4 - Encumbrance
Initiative in order of Move ties broken by the unmodified and unrounded Move
To Hit Roll = 3d6 equal to or less than appropriate weapon skill (or Dexterity for unskilled punches)
Target may either:
Parry = Weapon Skill / 2 + 3 Shield Bonus (+1 if they retreat a hex)
Block = Shield Skill / 2 + 3 + Shield Bonus (+1 if they retreat a hex)
Dodge = Move - Encumbrance + 3
All out Attack Option (up to half move, no defense roll, either +4 to hit, +2 damage, or 2 attacks)
All out Defense move (make no attack but, make two defenses against each attack but no more than one of each type)
Dodge = Movement Rate +3 + Shield Bonus (+3 if they retreat a hex)
Damage = Swing or Thrust damage as appropriate to weapon (a 10 ST fighter with a broad sword does 1d6+1 Cutting or 1d6 Impaling)
Armor is subtracted from Damage total (some weapons have an armor divisor to represent penetration, light sabres divide armor by 10)
Remaining Damage is multiplied by 1.5 for cutting weapons and 2 for impaling weapons)
Shock and pain cause a -1 to hit for every 2 points of damage on the target's next turn.
Damage from a single blow greater than half Hit Points (which equal Strength, in 4e) stun the target, -4 to defenses, roll Health to recover on next turn or take no action.
Total Damage greater than Hit Points requires a Health roll to remain conscious each turn.
Total Damage greater than twice Hit Points requires a Health roll to remain alive each turn.
That's not so bad right? The devil's in the details of course. Hit locations and armor by locations get more complex as do advanced options like martial arts maneuvers and of course grappling There's an entire technical grappling source book for those who want it. This is GURPS we're talking about after all!
Oh wait! No it's not! I can move or delete the summary if you like.
Last edited by David Johansen; 07-12-2016 at 12:55 PM.
At last! The big revision! More monsters! more magic! Two page hit location table!
The Arcane Confabulation
Chirine,
Out of curiosity, would you happen to know what the ancient N'luss/Dragon Warriors name for Vimuhla is?
Shemek
Whenever you find yourself on the side of the majority, it is time to pause and reflect.
Mark Twain
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