GLAIVE is an expansion for creating your own low-tech melee or ranged weapon for GURPS 3e, with detail like nothing ever built for the game (or any RPG??). Arm yourself with GLAIVE! Note: This is the original, detailed GLAIVE system designed for 3e. For a simpler, shorter, 4e-ready system, see GLAIVE Mini. Got some d20 gaming in mind instead? Head straight to this nifty reader-contributed conversion: GLAIVE Weapon Design System for the d20 System. History v1.0: Created 03/03/14 v1.4 update (2003/07/14): Dropped COSH from GLAIVE and gave it its own page at the Diner. v2.0 update (2004/04/12): Excised the Weapon Design System from GULLIVER and brought it to GLAIVE. Only…
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Game design musing: Point-cost scale for stats
A post on the SJG forums: Originally Posted by DouglasCole The value of that extra level of stat/skill very much depends on what kind of challenges the PC will be facing. I don’t have any comment on attribute cost vs skill cost (not here and now, anyway), but on flat vs rising costs, DC’s wise remark above inspires the following note: Point and counterpoint I have an oddball article online that asks what would happen if skills and attributes (stats below) both used perpetually-rising costs: ESCARGO. Doing so offers all kinds of potential benefits. Yet as noted somewhere in the text, it’s only a theoretical “what if” discussion, and I’ve…
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GURPS Unified Theory of Hitting Stuff (GUTHS)
Big edit 2020-09-05: Rewrite to accommodate a recent clarification of a long-standing GURPS rule (a recent clarification to me, anyway!): In GURPS (and its offshoots like Dungeon Fantasy Roleplaying Game (DFRPG)), a target’s SM acts as a TH modifier for ranged and melee attacks against that target. That “melee” part is the clarification: it’s not made clear in the Basic Set (see this post in this forum thread), and many players (including me!) always assumed that the Basic Set didn’t make SM a TH mod in melee combat. But the official rule is that SM is a TH mod for melee attacks and ranged weapons alike. So there it is. That revelation prompted…
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GURPS Metric
Article by Ben Finney This document presents many of the rules in GURPS Fourth Edition that refer to measurements, and converts them to the world-standard SI (modern metric system) measurements. Article notes Attached to this page are three files: XHTML and RST (reStructuredText, given .txt extension here) files with the article content, and the license file. [Note: As of this writing, the XHTML file is unavailable; the redesigned site will not allow its upload. It will be added later if the issue is fixed.] The article is copyright Ben Finney, and is licensed to all recipients under the GNU General Public License. If you’d like to publicly comment on this…
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GULLIVER rules expansion for GURPS
Many a GURPS newcomer (and some experienced players too) ask: Can GURPS handle huge and tiny creatures? You bet! And it does so well, too. But even in GURPS 4e, the built-in tools are lacking in spots. A little added clarification and exposition fills in the gaps, giving you all you need to unleash beings of any size in your game. What is it? The original GULLIVER for 3e is an old, nut-made fan-crafted expansion for the GURPS 3e roleplaying game. It explores many topics, mostly dealing with character/creature design and physical performance. (It does so thoroughly, and is renowned for its volume.) The newer GULLIVER Mini for 4e is…
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FEND: Fully Enabled Defenses (GURPS 4e/3e)
Defense stats in GURPS are based on skill divided by two, an odd mechanic not used elsewhere in the game. What if defense used full skill, just like any other skill-based action? This GURPS rules hack is a look at a simple, single, “for the heck of it” rules change, followed by the usual commentary. As always, it’s yours to use, abuse, or refuse, as you choose. History v1.0: Created 2003/04/28 v1.1 update (2009/07/27): Modified for use with 3e or 4e. Using Full Skill for Defenses There’s one funny bit in the GURPS skill system. Nothing that need ever actually bother anybody, just a little oddity that’s so basic to…
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Edge Protection: Armor enhancement for GURPS 4e and DFRPG
Edge Protection is a simple suggestion for a new GURPS armor stat which, together with DR, realistically simulates any level of armor rigidity vs flexibility and associated effects. It nicely handles some situations that current armor rules don’t, yet is no more complex than the existing flexible armor rules it replaces. History v1.0: Part of old article Gird Your Loins!. v2.0: 2007.03.27 Taking the edge off GURPS handles flexible armors like mail as follows: the wearer suffers one point of “blunt trauma” damage per full 10 points of damage (5 points if crushing) that doesn’t penetrate DR. In addition, some of these armors have a split DR score that offers…
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Game design musing: It’s about time (Part III)
Part 3 of 3. If you thought the articles were geeky before, be warned: it gets worse here.The past two articles: Part IPart II Jumping into the new: Action points, Version 1 In the last episode, I detailed some of my early endeavors at gaming more varied action times. Enough of that. Here’s another general method: action points. I can’t point to any single system as an example; I’ve seen many variations in home-brew games or as options for existing systems. One reader (see comments in first article) points to an AD&D version from an old Dragon magazine. The idea is simple: give each character some number of “action points”…
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Game design musing: It’s about time (Part II)
More on the subject of attack time and pacing in RPG combat systems, focusing on a couple of old home-brew efforts. Continued from Part I: On to another round of writing. I planned to wrap this up, but it looks like there’s going to be a Part III as well. (One note: With occasional digression, I’m discussing melee, not ranged, combat.) Recap Looking at how a few game systems (including some I haven’t mentioned) handle action time and pacing in their combat systems, the below seem par for the course: Combat actions take place in turns, with a default of one attack per turn. Under turns, there’s typically no mechanism…
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Game design musing: It’s about time (Part I)
Gear up, spelunkers! It’s time for a dizzied descent into the dankest depths of game-design geekdom. In a very old blog post I briefly pondered the topic of action pacing β especially combat pacing β in RPGs. Below are some thoughts on how three major game systems tackle the topic. A caution in advance: while I know my GURPS, please accept my apologies where I mangle HERO; it’s been a long time since I last played. And I really risk disservice to D&D, as my only familiarity with 3e rules is from perusing the books, not actual play. Corrections to my text are greatly welcomed. Timing Basics In the three game…