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Gurps 3rd edition camouflage
Gurps 3rd edition camouflage













gurps 3rd edition camouflage
  1. GURPS 3RD EDITION CAMOUFLAGE UPGRADE
  2. GURPS 3RD EDITION CAMOUFLAGE PLUS

GURPS 3RD EDITION CAMOUFLAGE PLUS

I'm not likely to use it for a cross-genre campaign so it doesn't particularly matter to me if there's scaling problems between supplement books, but at the same time Basic Set + GURPS (Genre) should ideally cover most of the stuff I'd want to do with a particular genre and not include much stuff that quite clearly falls outside (genre), with a minimum of excess crunch.Īt the moment, it seems to me that 3E plus the earlier 3E supplements seems the way to go. My preference would be to go for whichever has the simplest core - let the heart of the system be the absolute basics, and have all the genre-specific stuff be stuff shepherded in on a case-by-case basis from supplements. Another good change was making hit points dependent of ST, as it reduced the chance of the unstopable character with HT 15, which in GURPS 3 not only represented a lot of hit points but an almost sure chance of making all the damage checks.Been looking to get into GURPS but was wondering whether to go for 3rd or 4th edition. GURPS relies too much in skills and thus, those abilities are essential. Combat was simplified but mostly regarding firearms, whereas character generation does a better job with special abilities, which may be handy to create fantasy races or characters with a magical edge.Ĭonsidering the ability costs, I believe IQ and DX should cost more than ST and HT, as they indicate the relative skill proficience. Regarding your case, I don't see much different to a GM interested in apply it to a fantasy campaign.

gurps 3rd edition camouflage

It's a great improvement, specially regarding character generation and combat. Recently, I borrowed GURPS 4 from a friend and read it. It's an excellent game, but relies too much in small details to my taste. I've used GURPS extensively about 12-15 years ago. What is your impression with this? And if you've played both 3E and 4E GURPS, how have these changes worked out for you? This change sounds good for a super-powered hero campaign, but not so good for other campaigns – even for a heroic fantasy campaign – with more down-to-earth characters. ST costs 10 points per increase, and DX costs 20 points per increase, no matter how far you increase it. But now the cost is completely linear, e.g. In 3E, the cost for an ability score was 10 points per increase until a score was increased past 13, where the cost was 15 points per increase until a score was increased past 15, where the cost was 20 points per increase. But is this a reasonable change for campaigns set in a medieval world? Since my campaign is going to be set in a medieval/renaissance world, I wonder if it's a good idea to have DX and IQ cost twice as much as ST and HT? This change sounds reasonable for campaigns set in a modern-day world or near-abouts, where ST and HT are less important than DX and IQ. In 4E, DX and IQ cost twice as much as ST and HT. In 3E, the costs for ST, DX, IQ, and HT were all the same. One of the things that bothers me about the new edition is the changes in costs for ability scores.

GURPS 3RD EDITION CAMOUFLAGE UPGRADE

(Eventhough it will be a costly endeavor.) In fact, I've already bought the 4E GURPS Magic, if only because my old 3E GURPS Magic book (softbound) is worn and falling apart, and because the new one is hardbound and handily color-coded and because I had heard that very little has changed between 3E and 4E where magic is concerned, so this new book will be useful to me whether I upgrade to 4E or not. I've been doing a lot of research on the new 4E, and I'm thinking of upgrading to that. (Note, hereafter I'll refer to 3rd and 4th Editions as 3E and 4E, respectively.) I already own a lot of GURPS 3rd Edition books, including the core rulebook, the two Compendiums, GURPS Magic, and GURPS Fantasy. (Please do not try to convince me here to switch to some other role-playing system for this. This new campaign will be set on a fantasy Renaissance world, but one that is much more grim and gritty than what D&D facilitates. I've been DM'ing, using D&D 3.0/3.5, for the past five years, and before that, I had taken a long break from role-playing gaming altogether. It's been nearly a decade since I last gamemastered using GURPS. I'm starting a new campaign, using GURPS.















Gurps 3rd edition camouflage