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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 ...


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

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 ...


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

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 ...


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 ...


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 ...



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