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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 ...


9

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

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 ...


7

GURPS is a pretty good ruleset for the kind of game you describe. It's got good rules for pretty much everything, and the pointscale that the system is built on works pretty well for a game where it's assumed that people will have guns. I'll go through each of the requirements you list, and how well GURPS deals with it. "roughly equivalent to earth ...


7

This can only be done with an unarmed attack (which may mean an off hand if you're doing this while otherwise armed), by grabbing the weapon directly and attempting to wrench it away from them. The procedure is short and detailed on B370 under "Grabbing": a called shot that, if successful, is followed by a ST contest. The defender defends normally, for which ...


6

You can use it on all of those. "Earth" isn't a technical term in GURPS, so it has the English meaning. "Earth" means anything that makes up soil. Soil is composed of rock particles varying in size, from clay and sand up through gravel and small stones. It is often, but not always, mixed with humus—decayed organic matter. So based on the modern ...


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 ...


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 ...


2

One other oft-overlooked source for monsters of many types is GURPS: Horror. Each type of fear has one or more monsters statted up for it, which makes this wonderfully written book by Ken Hite (though that's nearly redundant) a Bestiary by itself.


2

Pyramid #3/61: The Way of the Warrior features a dedicated critical hit and miss table for grappling attacks. That might be a decent proxy for attacks by wolves (bites are mostly grapples for animals, rather than strikes, though the wolf's trademark hamstring attack probably comes closest to a pure strike), but not ON wolves.


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 ...


1

Yes, GURPS is definitely the game you want, of course if you give us more details we can help you more but GURPS has made it it's mission to be as Universal as possible and it has some very high quality books about specific genres which would help with a 19th century setting for example: a Victorian setting wild west setting Given that the academy ...


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

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

Following the links to Gaming Ballistic and Dungeon Fantastic will get you to a host of other GURPS blogs as well: From GB: No School Grognard One Yard Hex Ravens n Pennies - this one is by Christopher Rice, one of the most prolific authors in Pyramid Magazine. Game in the Brain Insidious GURPS Planning RPG Snob Testujin No Llama Matt Riggsby's ...


1

This is a great question, and seems to me that many non-combat activities could be more fleshed out into more detailed game-able events. Usually things are left up to the GM, who sometimes might not be up to the task and think of everything as a flat skill roll. However there are some rules for various activities, or at least some guideline difficulty ...



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