

- Gurps 3rd edition calculating acc from aiming movie#
- Gurps 3rd edition calculating acc from aiming code#
Well, the Basic Set is mostly necessary, at least for the GM.įor the first look and game, Lite is sufficient - and it's free. High Tech especially contains enough guns to keep pretty everyone happy, from the Steyr-Girandoni Windbüchse over the L85A1 to anti-tank guns like the 3.7cm PaK and missile launchers like the Dragon. If that's not to your liking you can augment it with other books. The Basic Set contains a mostly-sufficient list. These include combat skills like guns, sabers, shields or karate socials skills like diplomacy or fast-talk and technical skills like engineer, pilot or farming. These also include social disadvantages like poverty or disadvantegeous social status (for example being part of a slave or a monster race in some campaigns this can include being female or a child).
Gurps 3rd edition calculating acc from aiming code#
These can be heroic (a Sense of Duty, a Code of Honour) or not (Bloodlust, Berserker). Disadvantages, unsurprisingly, offer points for limiting you. But also increased Wealth or a social status. Advantages are miscellaneous things that give you advantages, for example Luck (1 reroll per hour), Less Sleep or Ambidexterity. The number of points you gain are indicative of your power - a campaign with 25pt characters features everyman characters 150 are usual adventurers 250 are recommended for larger-than-life action heroes and super heroes can run from 500 to several thousand points.Ī character has four main characteristics.Īttributes are four primary (Strength, Dexterity, Intelligence and Health) and 6 secondary (Will, Basic Speed, Basic Move, Perception, Fatigue Points and Health Points).Īdvantages and Disadvantages are other modifiers. during character generation), but almost every ability uses the same resolution mechanic. The complexity is almost completely front-loaded (i.e. There are about six different magic systems so you can choose one that fits the game. With these, a GM can add harsh bleeding rules, cinematic rules, or whatever he'd like. Except for one of the most important things: Optional rules.

Zombies during the Victorian Era? Hunting monsters in Rome? Everything uses the same rule system. If I want to play a fantasy game, I can do so.
Gurps 3rd edition calculating acc from aiming movie#
If I want to play an action movie game, I can do so. Or you can build a firemage with skill in spear combat. Instead, everyone can buy Luck (one reroll every hour of game) for 15 points. With a dodge of 8 (for an average human) your enemy now has to roll 8 or lower to dodge.įor me, gurps has three main advantages: It is classless, it is flexible and it is, at its core, simple.Ĭlassless means that you are not restricted to specific class abilities like in D&D or Pathfinder. Roll 14 or less, and you may hit the enemy who, depending on his combat manoeuvres, is allowed to dodge. 3 & 4 (unless you're really bad) always succeed critically 17 (unless you're really good) and 18 always fail critically.įor example, if you want to hit someone during melee, you roll against your Spear skill of 14. Ĭonflict resolution is simple: Roll 3d6 under your (modified) skill. There are sourcebooks for emulating Action Movies, Fantasy, Monster Hunters, D&D, Science Fiction, Magic, Transhuman Space. GURPS is an abbreviation of Generic Universal RolePlaying System, and it is, unsurprisingly, a generic pen&paper RPG system. Since we don't seem to have a general GURPS thread - and I really like the game - here we go.
