COSH is a fun, easy, GURPS-like way to build most any fighting skill, or modify existing fighting skills, in GURPS 3e. Any GM can drop COSH into a GURPS game and be designing unique new combat skills within minutes. History v1.0: Created 03/03/14 v1.1b update (03/03/15): Simplified COSH construction of missile skills, thanks to J. Schipper. v1.2 update (03/04/23): Dropped the beta designation. Clarified use of limits on Dodge Bonus and ST Bonus enhancements. Added example of using COSH to morph a skill into a different skill during play. Added lots of Β maneuverless “classic” combat skills, a bunch of new skills, and new “Large/Small ST Bonus (single use)” enhancements. Thanks,…
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Earn It to Learn It: Advancing GURPS skills by tests
Article by Ben Finney This article introduces Earn It to Learn It, a simple system to link GURPS skill and technique advancement more directly with meeting challenges in play. Inspired by the skill advancement rules in Burning Wheel, these rules provide motivation for seeking out diverse challenges in play, whatever one’s level of ability. Copyright:Β Β© 2008 Ben Finney <ben+gurps@benfinney.id.au> License:Β Permission is granted to modify and/or redistribute this work in any form, provided this copyright statement and license grant are preserved in all copies. Updated:Β 2008-10-27 The GURPS model for improving a character’s abilities is straightforward: earn generic character points from the GM at the end of a session, and spend them…
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Design notes: Implementing “log ST” in a game
A friendly correspondent (who, like me, is working on a home-brew game system but isn’t ready to release) asks me about ideal implementation of “log ST” in a system. Log ST is the name commonly given to a game feature that sets levels of character Strength to an exponential progression, so that every extra +1 Strength mutliplies the previous level of power by some amount. Typically, that’ll be expressed as every additional X levels of Strength multiplying lifting power by some easy-to-grasp multiple Y. An example is in the HERO System, in which every +5 Strength multiplies lifting power by 2. My reply to my correspondent largely mirrors this post,…
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RPG science: Biology fun for creature design!
Clearing out some old links I’d noted, here’s some good reading for game designers (or just detail-happy GMs) wanting to give good, hard biology a friendly nod: The Biology of B-Movie Monsters http://fathom.lib.uchicago.edu/2/21701757/ Wow, this is a heck of an article by Michael C. LaBarbera, professor in Organismal Biology & Anatomy at the University of Chicago. It’s a layman-friendly grand tour of how size and scaling work in reality, and what that means for B-movie creatures β and by extension, game-table monsters. Scaling of area vs mass and its relevant effects on cooling, terminal velocity, metabolism, and so on; mass and falling damage; mechanical difficulties posed by huge size; and…
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Game Master tools: Keeping combat challenge level right
Here’s some further musing on a SJG GURPS Forum post I just made. The question: How to keep “challenge level” right for PCs going into combat β not so easy as to be dull, but not so deadly as to litter the cave with PC corpses? The question was posed by a D&D player just starting to GM GURPS, which makes it a particularly good one for him to ask; GURPS combat can be much deadlier than D&D players might expect, leading to that cave-floor litter. But it’s a good question for any GM to ask, new or experienced, whether changing game systems or not. Whatever the game, the right…
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Summary of ways to handle power-vs-weight in GURPS creatures
Responding to this thread on the SJG forums, I started listing the different ways to handle the design issue of power-vs-weight in creatures. But my would-be post was getting farther from the focus of the thread (handling of armor and creature size), so I’ll place it here instead. The topic Creatures have vastly different ratios of power to weight. Here’s a summary of available ways to handle that, in increasing order of detail: A: Ignore it! Done. : ) B: Follow the 4e BS19 guidelines: just wing some adjustments to Move etc. that feel right. This is usually good enough! C: Per B, but use some rough guidelines for the…
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Thanks for the games, Gary
There’s been a big outpouring of thoughts and sadness over the passing of D&D creator Gary Gygax. The words put down by other writers are far better than I can summon, so I’ll add a very short note: As RPGs moved beyond the foundations Gary built, it’s been easy to cast stones at the “clunky” rules and strictures of his original creations and their direct descendants. “THAC0? Alignments? Classes? Ha, that stuff’s crazy…” I, too, like today’s more modern, streamlined games. But I’ve always kept respect for the D&D world, whether I play the game any more or not. Like so many, many others, I point to D&D as my…
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GURPS Banestorm: A reading
Banestorm for GURPS 4e, by Phil Masters and Jonathan Woodward How do you milk a fish? A milkfish, that is, the semi-aquatic Yrth mammal that offers meat, oil, and milk to its medieval domesticators. The brief description in GURPS Banestorm suggests a cross between a seal and a manatee. Plausible enough… but how do you get under a walrus-like beast? I get ahead of myself. Let’s dip into the Banestorm book itself first. (I’ve got the PDF version from e23; sorry, I can’t comment on the build of the hardback book. No pages have come loose in my digital version. : ) Involuntary relocation Banestorm is the “default” fantasy setting…
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Rules Bit (GURPS): A better cost for ST and HP
Intro: Repricing ST and its parts Some GURPS players have wished for a different pricing scheme for ST β specifically, one that lowers the high cost of building superheroes or other hyper-strength beings. This article offers one such scheme that vastly lowers the points required to build a battleship-smashing super. As a bonus, its cost progression can make building supers and giant creatures easier, not just cheaper. The scheme and its clever cost progression come courtesy of D. Weber. While the original idea is his, the accompanying text and expanded ideas are mine; anything screwy is my fault. The content below goes way back to the GURPS 3e days, was updated for 4e around 2013,…
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Quick quibbles with SM in GURPS 4e
I’m glad that 4e now incorporates something as simple and basic as a size for characters! SM, what took you so long? My friendly little quibbles with SM as s/he stands (Basic Set p 19) are as follows: 1) The official rule is to round a creature’s SM up β unless it’s a humanoid over 2 yards tall, in which case leave it at SM 0. I’d change that to “round to the nearest SM”. That neatly keeps humanoids, especially the countless hero PCs that top 6 feet, at SM 0 without special exceptions. (However, it does place 5’2″-or-shorter people at SM -1, for better or worse.) By that same…