Tag Info

Hot answers tagged

12

You're pretty much correct there. A hit to the hand is a combat ender, and there isn't a lot you can do about that. However, there are a few things that you can do to help mitigate this, to some degree. One thing to remember, though, is that GURPS combat can pretty easily become a game of rocket tag. At higher point totals, most builds have one or two ...


11

Aiming at a hand that has a weapon, held item, or otherwise makes no difference to the penalties to hit that hand. The only exception to this are shields, which incur an additional -4.(B399) The best way to avoid combat ending too abruptly is to use Parry/Block/Dodge and retreat as needed to avoid being hit all together. If needed, couple this with a ...


10

I'd borrow heavily from Night's Black Agents here. What you're running is a thriller, where the PCs are, in a way, in the position of Jason Bourne. Very capable on their own, but outclassed by an enemy that keeps coming out of nowhere, and if they show up with great numbers, it's all over. First piece of advice: have a scene where some capable bystanders ...


10

What you're running into is a problem with tactics, not the rules. If there are two characters that are near eachother, but not adjacent, then you are correct that if the faster combatant moves in close, they will be attacked first. However, they don't have to take the Move or Move and Attack action to get the first strike. Instead, take the Wait action. ...


8

It might be possible to reconstruct a couple of basic words through cryptographic analyzation. But that most certainly would be the work of months or years and not something do to within minutes or hours. Best chance would be to figure out some gramatic rules, but it would probably be impossible to learn the meaning of nouns or verbs. You might even be able ...


8

You would use both, but potentially a modified Size Modifier. While Kromm does say that they had intended for SM to apply to melee combat but basically left it out of a number of places making it confusing, the best answer to this may be from this subsequent addendum in the GURPS 4e FAQ (similar to the GULLIVER approach): 3.4.2.23 How do I apply Size ...


6

The line you're looking for is here: This has 1/2D 25, Max 50, Acc 1. This describes how you aim the spell. The "1/2D" stat is the number of yards that you can shoot the spell at before it does half damage. In this case, the Fireball does full damage if you shoot a target within 25 yards. The "Max" number is the maximum range of the spell. If you ...


6

No. Not in the least reasons being that cryptography is the creation of cipher and code methodologies, and cryptanalysis is the skill of turning encrypted text into plain text. While they may go hand in hand, they are not necessarily the same thing. However, cryptanalysis still somewhat relies on the person doing the code breaking to either be a native or ...


5

I would say no. Cryptography is the skill/art of encoding and decrypting messages, breaking and creating such codes. A Cryptographer might be able to decrypt a book, only to find that it is in a language that they don't speak. This happens often in the modern world.


4

You've missed the section of the rules on weapons and ranges. One of the places you can get a primer on range is in the GURPS Basic Set Equipment chapter, page 268. The Combat chapter goes into more detail on page 372. (For an exhaustive list of places in the rules that cover range and things that are relevant to range, see the Ranged attacks entry in the ...


4

I'll take the third one first: Check out Ritual Path Magic. It should have some to all of what you need. You can probably tweak RPM to do your second one too. Ritual Path Magic is a stand-alone supplement, different from the similar-but-different Path and Book magics from the Thaumatology Book. It started as something somewhat unique from Monster Hunters, ...


3

All races are equally good from a narrative standpoint, depending on your narrative. PCs from traditional barbarian cultures (e.g. full blooded orcs, Wild elves) might be narratively preferable in a game that allows them to contrast the merits and weaknesses of their strictly deontological ethics with the rampant pragmatic utilitarianism of the City. PCs ...


3

For a very high-level overview that ignores many of the minor books and PDFs, Wikipedia has a good list of GURPS books. The impression that it gives is that 4th edition has a much reduced set of supplements, with much material that was in disparate books of various types in 3rd edition being amalgamated into single-topic books in 4th edition. There are also ...


3

If you really want to get crazy in GURPS 4e with this, I'm going to toot my own horn a tetch: GURPS Martial Arts: Technical Grappling has you covered, mostly starting on p. 13. You can grab the foe, by stepping into Close Combat with him and attacking the weapon hand at -4, or his arm at -2 (I'll have to reread my own rules to figure out why this grab ...


3

B370 details how to attempt to take a weapon, but here are a few extra options to help fill that answer out. "Disarming" is a hard technique on MA70 which allows you to use your underlying skill (in this case, unarmed.) Many of the disarming martial arts in this book have disarming paired with Judo. "Hand Clap Parry" is a hard technique that allows you to ...


3

The argument of periapsis is mainly important for calculating the timing of trajectories to shift between one orbit and another. It likely not included in GURPS Space because they opt to express travel terms of delta-vee and largely ignore specific times. In comparison, eccentricity is a useful detail because it generate planets with interesting ...


3

This is a very difficult kind of adventure to pull off. Players don't like running in the first place, and unless they are confronted with a truly inexorable force they are not likely to do so. And once one PC is downed, or if even one refuses to flee, the rest are extremely unlikely to flee themselves. I've seen this a lot in my games - they say "Run ...


3

There are a lot of great answers here, and I have only one small suggestion to add: Give them somewhere to go. If you make it clear that there is a destination - a safe place, a stronghold - some place where there is a person or object of power that can help them, or where the environment changes to favor the PCs, then you have given them a goal besides ...


2

Rules as written states that no, magic items will not work. "No Mana: No one can use magic at all. Enchantments and permanent magic effects are suspended and do not function while within a no-mana zone.". -- Magic 6, Mana Sidebar (Emphasis mine) Executive summary Magical items are rendered inert, so nothing magical can ever work in a no mana zone. ...


2

I'm working on a similar adventure for my group. What I've found that works well is to create encounters that play to the creatures' roleplaying aspects. For displacer beasts, hit and run tactics, close encounters and seeing the aftermath are often scarier than a straight up fight. Playing up the aftermath of an attack on a settlement can often both raise ...


1

Minotaurs A raging bull. A raging man. A raging bull-man. Minotaurs are thematically great barbarians. If you want to go more with the Greek myth, they're cursed creatures, and that's a good reason for raging, if nothing else. Why not "just" Orcs? Forget half-orcs - just go with orcs. They're big, they're strong. They're basically depicted AS ...


1

First rule: Tell your player to expect the beast(s) to be nigh impossible to beat, and that the genre is survival for this campaign/adventure. Include some redshirts (a number of disposable NPCs), and have them killed to show that your hunter means business. Do this slowly — I recommended 3–5 NPCs and have them die one by one using your ...


1

It does matter in a few ways: First, if the target is armed, and the attacker is not, there are some risks and penalties which can be assessed by GM's wanting the optional realistic rules, to be found in the Basic Set, and in GURPS Marital Arts. Second, some weapons may have special effects. The main types that come to mind are shields (which increase the ...


1

If you will forgive a bit of a link dump, I took a hack at this question with regards to self-defense weapons. In short, the reasons given for carrying a pistol vs. a rifle have been very well articulated above. My post turns it on its head a bit: when would a self-defense weapon qualify as an offensive weapon as well?


1

I would handle this by making the whip a power, and give it a made up enhancement like "Can deliver touch spells [+50%]" That way you can have your normal magical wand, and you can extend a whip from it when you need to. Technically, as it's written below, the whip would flash in an out of existence each time you use the power. You can keep it that way, or ...



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