Tag Info

Hot answers tagged

6

It seems like no, an unwilling subject can't resist an Illusion Disguise spell. Pages 13–14 describe Resisted Spells, but unlike some spells that have a target (e.g., mind control spells), Illusion Disguise does not have a Resistance note. That said, if you're the GM and your world's magic works in such a way that you think the target should be able ...


6

This is one of these tropes which makes a pretty good amount of sense in literature but isn't so great in RPGing unless everyone is seriously on board with it. The GM seems to want to have the power imbalance because it's "realistic" and because it allows, at least at the beginning of the game, for a situation where there are main characters and minor ones. ...


6

I've done something similar. I'm thinking the GM is trying to get around the "everyone is an expert in something or has some type of power" syndrome that happens in GURPS ("you had 150 points, you had to spend it in something"). I don't know if I would recommend it. Some things to be aware of: One-trick pony: If you focus on one specific action (like ...


5

Mechanically, it doesn't matter: either they're building 300-point characters with 150 points pre-allocated to Unkillable 3, or they're building 150-point characters with a secret 150-point Unkillable 3 advantage they don't know about. The numbers work out the same either way. If you want to keep that advantage secret, then just tell them to build 150-point ...


5

SevenSide Die response is correct except in one respect. The character may still be bound after using the Warp. It depends on how the power is set up. One characteristic of the binding attack is that it can be destroyed by an external force so the referee will have to use his common sense in adjudicating this with the Warp power. But to reiterate, sans ...


5

If the warrior is using a melee weapon, size modifiers don't apply and you just use the Hit Location modifier. For ranged attacks, use the size modifier of the dragon (which will be a bonus) together with the penalty for targeting a specific body part. If the dragon is so huge that its head is the size of a person, the total modifier should still be a ...


4

There's no additional rule either in Basic set or in Martial Arts. As B391 suggests, you can defend against any attack from a known enemy at -2, except for situations when the defending character doesn't know from where (and when? This is not so clear) the attack is coming. A character with the Peripheral Vision advantage can defend at -2 even if approached ...


4

There is no answer to this because GURPS is not in the business of telling you how "the world" works—there is no default "the world" in GURPS. You provide the world(s) and your own laws of magic, GURPS steps in with rules you can use to represent those. How do you want this to work? Okay, now that is how it works.


3

GURPS takes a very "laws of physics" approach to mana. In some worlds the laws are different, so much so that magic is real. It comes down to the way the world's meta-magic rules are designed. And often these questions don't come up in campaign settings as the characters do not often traverse world settings. I do not recall GURPS Core or Magic covering ...


3

It sounds as though you might be interested in GULLIVER, a fan-made expansion for GURPS. The original was a hefty tome with a significant amount of material regarding creatures of any scale - from fleas and mice to giants and beyond. The current edition, for 4e, is a lightweight 2 pages but still addresses issues of size. Specifically regarding your ...


3

As a player, I would take the 250-point buy in a heartbeat. If all players are going to end at the same point value, that means that I'm going to spend more time at a more powerful level. And the difference between 250 and 150 (let alone 75!) is massive in GURPS. Now, if they offered the choice of a higher end point in exchange for the opening handicap, ...


2

In addition to the other excellent points: Bulk. For example, vehicle crew don't usually carry rifles, they carry pistols (or perhaps carbines, as a compromise between range/damage and encumbrance). The cabin of an aircraft or the driving compartment of a tank just doesn't have room for a rifle. Overdamage. For example, spaceship crew might carry only ...


2

In addition to what others have said: Rifles tend to want two uninjured hands and arms to use. Depending on the tech level and situation, there may be more pistols available which have more shots or higher RoF than a rifle in the same situation (legal or military issue, etc). e.g. Two flintlock pistols gives you two shots versus one for musket. Revolvers ...


2

I have never tried this in GURPs, but I have played other games where there were large discrepancies in the starting powers of the characters. I have tried mixed old World of Darkness games with different species and different versions of DnD with widely separate starting powers (in fact, this almost happens naturally in later versions of DnD if you have ...


2

I have experience with similar but somewhat different approaches and situations in GURPS. First, as others mentioned, the system as described is not balanced, unless the progression continued beyond the point where the characters reached equal value... unless there is more to it, such as: some other effects of the choice a major shift planned part-way ...


2

Yep. That's what spiders have Binding for: they frequently do keep their prey bound for the rest of their lives! Beware that you should have a sensible reason to take the Binding advantage. It's not just grappling, it's actually binding (i.e., with a web or other restraint) the target.


2

I agree with Pavel. Note that if you are somewhat aware of the attack (enough to actually get a defense, which happens in a runaround situation), you can do a Retreat. (which adds +3 to your Dodge). This allows you to turn one hex, which means the attacker is no longer behind you for subsequent attacks. If you are using the martial arts rules, you can do a ...


1

The idea of using a whip as a Staff is an interesting one, but it doesn't look like it works with the normal GURPS rules. The first line of the Magic Staff rules on Characters 240 says "A "magic staff' is any wand or staff imbued with the power to extend your reach for the purpose of casting spells". In the examples for what kind of objects can be Staffs, ...


1

Why not just start with the standard disadvantages? In 4e, I would start with p.145 in the Characters book, where both No Fine Manipulators and No Legs disadvantages are described. Perhaps the Sessile version of No Legs could be reduced to represent the ease of mobility for a wearable AI? Or maybe just hit the Meta-Traits section on p.263 and see what you ...


1

Narrative advantages like Luck, Serendipity, Destiny, or Higher Purpose provide a useful way to balance out characters with less in character capability. Their role in the story is as important as the other characters important because that's the way the story goes rather than because of their innate ability (Physical or mental advantages) or their ...


1

It's awkward to apply to two-vs-two combats, but using mass combat (or modified mass combat) rules even in quite small skirmishes did worth it in our campaign. As we use it: time and importance for the story are the key. We gradually changed our combat-playing style from regular combat rules only to simplification of most combat except for boss fights ...



Only top voted, non community-wiki answers of a minimum length are eligible