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13

GURPS models quite a few things very well, but an AI that doesn't live in a traditional 'body' isn't one of them. In GURPS, your body and your mind are inextricably linked (at least at character creation), and your point value is based on a combination of what your mind and body let you do. Because of this, GURPS is very poor at modeling 'infomorphs' that ...


6

First, it's good if you can find out why the player is playing a non-magic user. You found out it matches his character, which is good, but it might be good to find out what type of gameplay he likes, so you know what to provide and what not to avoid, which might be tricky if you yourself always prefer to player magic-using characters. Some reasons players ...


6

In a GURPS, 3rd Edition game using traditional magic, a nonmagic-using character can feel generally outclassed, especially at higher point values. However, this is usually mitigated by a few factors. Spells usually take at least 1 second of concentration to cast. A magician is often forced to stare off into space undefended because spells come into effect ...


4

First, B387 one-yard hexes are for people fighting each other (like a blaster shoot out or light sabre battle), and is not for combat between spaceships flying around, so ignore that. The Unofficial Star Wars Sourcebook you mention has notes on page 107 for converting MGLT to acceleration and max speed, but it also mentions that such stats found in sources ...


4

Yes, it has No Manipulators. It's connected into a network where it can remotely access manipulators, but it has none of its own, personally. Consider what happens when it for some reason can't access the network: does it have manipulators now? No, the No Manipulators disad would assert itself, and in a SS13 scenario that might be very relevant at some ...


1

Minions! To interact with many things that adventurers could meet, and interact in specifically non-magical, conventional way - they would need tools. Or sometimes you need tools + artisans. But you can't go adventuring with a toolbox - it weights too much for example to scale a wall or to be effective adventurer - to march/run/climb/dig/rest - those kind ...


1

I'm currently playing in a GURPS 4th Ed. Dungeon Fantasy campaign, and it has a lot of the flavor of 1980-vintage AD&D, but with rules that make sense. The tropes are all about player classes and dungeon delving, including some minor changes to magic to fit better with those tropes (only clerics can heal, some spells are short-term instead of ...


1

There is one big difference between 4e and 3e in how they handle Psionics. In 3e Psionics is broken down between powers and skills. The power is the overall strength of that line of psionics, like ESP or whatever. The skill is then the individual ability that falls under that power, and represents how much control you have over that area of influence. In ...



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