Bronze/iron bar vs. steel bar DR and HP

jeudi 30 avril 2015

Could someone explain what's going on with the bar DR and HP on page 558 of Campaigns? We have two 1/2" diameter metal bars. One is iron; it has DR 6 and HP 12. The other is steel; it has DR 11 and HP 22.

Is steel that much denser than iron? Is it so much more resistant to damage? Is there something I'm missing?
Bronze/iron bar vs. steel bar DR and HP

Car Wars sale ending too soon?

I just tried to check out with $100 worth of Ogre and Car Wars items…

The Car Wars items aren't being listed as one sale and it is refusing my order! I thought we had until midnight tonight….

D.
Car Wars sale ending too soon?

Sale over too soon???

I just tried to check out with $100 worth of Ogre and Car Wars items…

The Car Wars items aren't being listed as one sale and it is refusing my order! I thought we had until midnight tonight….

D.
Sale over too soon???

Kee Oth Rama Pancake

So, when a player kicks the door and reveals Kee Oth for a battle, it says that Kee Oth can be banished by reciting Kee Oth Rama Pancake. But does that mean that ONLY the player fighting him can recite and banish? Or anyone can?
Kee Oth Rama Pancake

New Advantage: Fortune

In my games, I allow either Destiny as written in the base book, or the alternate rules for it introduced later (I forget the origin of them ^^;) under the name "Fate".
After some thought, I was planning on doing something similar with Luck, with an alternate version "Fortune" but rather than allowing a pick of 3 rolls, it sets the dice to assume the average roll (3.5 rounded up).

Does this seem fair at Luck's price? Or should I require that they decide to use it before rolling?
New Advantage: Fortune

Adding spirit form to demons in DF.

I was wondering how you would add spirit form to the demon monsters in the DF books. The way I imagine demons is that they are evil spiritual beings that can materialize to physically attack the PCs. I imagine they would likely spend most of their time as spirits wandering dungeons and the lands outside them at night in their spiritual form. Then when they decide to attack they quickly materialize and then they are exactly the same as the stats in the DF books. I don't want the demons to be able to switch back and forth from material to spirit all of the time however. They can materialize and then they attack until they are almost dead and then the turn back to spirit at the last minute leaving behind a sulfurous cloud of foul smoke. In the spirit is then destroyed they are then sent back to Hell.

Also demons can possess a person by placing their spirit inside the body of a living PC. So how is the best way to handle this addition to the demons in the DF books?
Adding spirit form to demons in DF.

Probably too late now, but

Has SJ Games considered doing a quick brush-up and re-release of the Chassis & Crossbow rules? Even if only in PDF, or a plastic bag ruleset.

Ya know, with the new Mad Max movie coming out in a couple weeks.
Probably too late now, but

Star Munchkin Boxes

Any chance of Star Munchkin getting Transporter Bays (i.e. 'Boxes of Holding')?

I just bought Star Deluxe and Clown Wars and would love something to hold them in other than the Deluxe box.
Star Munchkin Boxes

Does Emanation eliminate die roll?

It seems that Innate Attacks are meant to require a skill roll whether they are melee or ranged but what if they have Emanation? An area effect attack can't be dodged unless you can move out of the affected area and emanation means you can't miss since it's no longer ranged nor is it a melee attack that needs to hit. Does this mean there is no skill roll required to use it or does it just change it to a roll to activate the power rather than hit with it? (This is my interpretation)

Looking at spells, the roll to cast and hit with it are often separate but innate attacks just require one roll meaning the "casting" roll is an automatic success (barring a limitation of course). I feel like this is the same but it doesn't feel right to have an automatic hit with an attack...

As a follow-up question, spells don't have a range penalty if the caster is within the area of effect; does this apply to Innate Attacks as well?
Does Emanation eliminate die roll?

Rumors, in the style of Unknown Armies

Every so often, someone starts a thread on RPG.net with UA-style rumors for various settings. I just started one over there, for Car Wars, but why not here as well? :)

Back before the Blight, there used to be all these crazy ideas about martial law, secret underground government installations, weird research, internment camps. Thing is, some of those are true. Somewhere around Omaha there was some underground government research facility trying to figure out super soldiers. Yeah, like the movie.

Remember the "limited nuclear exchange"? The one they wouldn't call a war? We got reeeeally lucky. There were some elements that wanted it to be a full blown nuclear war. Whatever happened to them?

Those weren't nukes. Those were the side effects of time travel. Where -- or when -- do you think the Blight came from, anyway?

Somewhere underground, out west -- maybe Nevada, or Deseret back when it used to be Utah -- there was an underground facility -- yeah, I know -- where they hid hundreds of US troops, in cold sleep. Heavily armed and armored. Supposedly the cold sleep process wasn't perfected, or it failed, and there's huge amounts of military weaponry, vehicles, you name it, just waiting to be grabbed. Or maybe they're still alive, and they're the ones who wanted a full nuclear war... Why do you think the AADA never published that road atlas?
Rumors, in the style of Unknown Armies

A couple of clarifications..

My group, new to the game, have just moved on from basic Amateur Night style duels - 4 of us have bought the new Classic set. A few questions have arisen:

- I remember the PFE requiring a firing action, the guy on fire wasn't aware of the rule, and we couldn't find it in the Classic rulebook at the time... is that still the case?

- Metal armour and ram damage - just how much is absorbed/lost in the event of a ram?
A couple of clarifications..

Sets with Alternative wincons!

Heyy, i recently bought Munchkin cthulu, and i love the alternative cultist related wins


also the divine intervetion on the normal munchkin, but it never happens, sniff


Sooo im asking about other sets that have similar Win conditions other than the boring kill a monster to level 10


so far i've found

apocalypse with the seals :D
cthulu with the cultists

any others?

ALSO i plan to buy zombies because i love zombies, too bad it doesnt have any wincon, suggest me similar sets , i got the fantasy 1st one, cthulu 1st one, will probably buy apocalypse and zombies in the future
Sets with Alternative wincons!

[3e Vehicles]A Few Questions

Instead of allocating space for fuel tanks and then applying streamlining is it acceptable to use the extra volume you design allocates to streamlining to fuel tanks? I think aircraft do this.

If the above is possible, other then other forms of liquid storage what can be put in this extra space?

How do I calculate Delta V for vehicles capable of space flight?

Whats different about a robotic structure compared to a normal vehicle? It has a higher cost for extra data runs, but why does a robot need these compared to, say, a high performance jet or something?
[3e Vehicles]A Few Questions

GURPS Hooligans

Hi guys

A friend of mine just started a campaign in which the PCs become Hooligans through a chain of unfortunate accidents. The campaign is TL8 and plays in our hometown of Solothurn, Switzerland. It is very much a silly campaign.

I would love to get your feedback for the template I made. The attributes are high and unsuitable for a realistic campaign. That was a requirement the GM gave me but it could easily be modified if you wanted to use the template for a more realistic campaign. I am interested to hear what you think about the Advantages, Disadvantages and Skills I picked and if you had any additions.

The Advantages listed are purely combat oriented. Social traits can be added later in the campaign and are therefore not listed.

Please note that in the secondary skills, the first pick you must make are the skill you can use DURING a match to support your team. The second pick you must make are the skills you can use IN BETWEEN matches to intimidate the next opponent or support your team.

Also, we use PK's Houserule about Per and Will (So it does not raise with IQ...)

Hooligan [170]
A young person, doing noisy and violent things as part of a gang or crew.

Attributes: ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20]

Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs; HP 12 [0]; Will 12 [10]; Per 12 [10]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]

Advantages: Spend 15 points on the following advantages: Ambidexterity [5], Basic Move 1, 2 or 3 [5/level], Combat Reflexes [15], Daredevil [15], Flexibility [5] or Double-Jointed [15], Enhanced Dodge 1 [15], Enhanced Parry (bare hands) 1 [5], Fearlessness 1 or 2 [2/level], Fit [5] or Very Fit [15], Hard to Kill 1 or 2 [2/level], Hard to Subdue 1 or 2 [2/level], High Pain Threshold [10], Luck [15], Peripheral Vision [15], Rapid Healing [5] or Very Rapid Healing [15], Recovery [10], Serendipity [15]

Disadvantages: Sense of Duty (FC Solothurn) [-10] and Code of Honor (Hooligans) [-5] • A further -15 points chosen from among Appearance (Ugly) [-8], Appearance (Unattractive) [-4], Bad Temper [-10], Berserk [-10], Bloodlust [-10*], Bully [-10*], Compulsive Carousing [-5*], Fanaticism (FC Solothurn) [-15], Gullibility [-10*], Impulsiveness [-10*], Odious Personal Habit (Ultrafan) [-5], Overconfidence [-5*] Sense of Duty (Crew) [-5] or similar, appropriate disadvantages.

Primary Skills: One of Brawling (E) DX+3 [8]; Boxing (A) DX+2 [8]; or Karate (H) DX+1 [8]. • One of Wrestling (A) DX+2 [8], Sumo Wrestling (A) DX+2 [8]; or Judo (H) DX+1 [8].

Secondary Skills: Savoir-Faire (Hooligans) (E) IQ+1 [2] • One of Carousing, Singing (E) HT+1 [2]; Dancing, Sports (Soccer) (A) DX [2]; Performance, Public Speaking, (A) IQ [2]; Musical Instrument (Drums or Trumpet) (H) IQ-1 [2]. • One of Makeup/TL8, Sewing/TL8 (E) IQ+1 [2]; Poetry, Propaganda/TL8, Writing (A) IQ [2]; Artist(Calligraphy or Painting), Musical Composition (H) IQ-1 [2].

Background Skills: Computer Operation/TL8 (E) IQ [1]; Driving (Automobile or Motorcycle) (A) DX-1 [1]; Heraldry (Hooligans) (A) IQ-1 [1] • 20 points in non-combat skills related to your profession and your hobbies.

So, what do you think?

Cheers

Onkl
GURPS Hooligans

How to make TL11-12 challenging?

So I plan on GMing again and I'm thinking of planning to explore at a very high ultratech level campaign, but with all the gizmos and such, it seem almost every solution can be sloved unless the opponents is also TL11-12.

Also examples of fiction that set in TL11-12.

I plan on divergent of TL7+4-7+5 of "spiritpunk", where spiritual engery was an answer to the environment problems caused by TL7.
How to make TL11-12 challenging?

Single Elimination Campaigns

Has anyone here ran a campaign where players only got one character and if they died could not rejoin the campaign as a different character?

I think it could have some interesting effects, but it's also something I'd like to get input on from people who have tried it.
Single Elimination Campaigns

Medium & Channeling

mercredi 29 avril 2015

What's the point of taking Medium and Channeling?

If you can communicate with spirits (through Medium), why would you need the ability to let them speak through your body (through Channeling)? Instead, you could simply translate questions from your friends, and then relay the spirit's answers back to them. Taking Channeling on top of Medium seems like a waste of points, but it is a required part of the DF Shaman template.
Medium & Channeling

More Good Cards question

So, I picked up a set of More Good Cards (thanks to a great member here selling them super-cheap). I figured why not? :D

I'm thinking I'm going to mix them into my Fantasy deck. They are, after all, more good cards that we can always use (whoo-hoo extra cheats!).

Flipping through the cards (I'm so glad Munchkin went to full-color prints - not that these cards are bad - I just really like the full-color art), I noticed the two misprinted Curse cards. I had forgotten about these (since it wasn't really a big deal for me before).

Was there ever *any* kind of ruling on how to play these as-is (similar to the Clerical Errata set)? I know the cards were reprinted (I've got the Marked For Death and Monster Enhancers reprints) with corrected versions, so I'll probably just take 'em out as the FAQ suggests... but I was just wondering. :D
More Good Cards question

Origins Game Fair, Columbus, OH - June 3rd-7th

All,

Origins is coming up just over a month from now, and a number of people will be running SJG games. Registration info and the event catalog can be found at http://ift.tt/1Er8zYA . Here are the event numbers to look for in the catalog:

Car Wars
1154, 1165, 1166, 1167

Lords of the Fries
3970

Munchkin (various flavors, including Star, Legends, Zombies, Blended, and "vanilla")
3311, 3312, 3971, 3972, 3973, 3974, 3975, 3976, 3977, 3978

Ogre
1100, 1201, 1202, 1203, 1204

Revolution
4047

Hope to see you there!
Origins Game Fair, Columbus, OH - June 3rd-7th

[USA] Origins Game Fair, Columbus, OH - June 3rd-7th

All,

Origins is coming up just over a month from now, and a number of people will be running SJG games. Registration info and the event catalog can be found at http://ift.tt/1Er8zYA . Here are the event numbers to look for in the catalog:

Car Wars
1154, 1165, 1166, 1167

Lords of the Fries
3970

Munchkin (various flavors, including Star, Legends, Zombies, Blended, and "vanilla")
3311, 3312, 3971, 3972, 3973, 3974, 3975, 3976, 3977, 3978

Ogre
1100, 1201, 1202, 1203, 1204

Revolution
4047

Hope to see you there!
[USA] Origins Game Fair, Columbus, OH - June 3rd-7th

Unkillable (Inheritance)

Odd idea I was playing around with: a variant on Unkillable (Reincarnation) where you're playing a position rather than a person; whenever one holder of the position is killed, the mantle passes along to a successor, unless someone goes to the extreme effort of wiping out the entire succession.

This would appear to be Unkillable 3 with Reincarnation and likely Trigger (ritual of inheritance). Also possibly a 'not unkillable 1' limitation, if your actual body is no harder to kill than anyone else's, and something to indicate loss of memory on reincarnation. Also a note that you can be permanently killed by wiping out the group you represent, and maybe regeneration only while dead.

Thoughts on a complete power writeup?
Unkillable (Inheritance)

[USA] [Rancho Cucamonga, CA] [2 May 2015] Free Comic Book Day @ 4Color Fantasies

2 MIBs will be demoing Munchkin all day, as well as all the Dice Games, Castellan, Revolution.
The event runs from 11 am to 2 pm.
The address is 8045 Archibald Av #120, Rancho Cucamonga, CA 91730

It should be very crowded, but lots to do...and a free comic book! This is a nice comic store with a growing game section...including an almost complete SJG selection!
[USA] [Rancho Cucamonga, CA] [2 May 2015] Free Comic Book Day @ 4Color Fantasies

Snowmobiles

It there any write up for building armed snowmobiles?

I can see these being in used snowy areas by residents in outlaying areas, police and biker gangs. They are not quite cycles with tracks instead of a rear wheel, it more of a rubber belt. Removing the from tire and lacing it with a pair of skids turning more difficult in an area without snow. And I am sure there are other issues.

Most of your skills learned to ride a Bicycle do transfer to Motorcycles and snowmobiles. So I do not see a need for a new skill for them.
Snowmobiles

3 player scenario/game

what would be a good set up/scenario for three players? So far the best I can come up with is a three player variant of the pack attack scenario with two cars attacking a larger and/or more powerful one but I don't know what cars would be good.
3 player scenario/game

Searching for a table somewhere

I seem to recall somewhere buried in my books, there was a random table for generating demons somewhere, could have been in a 4th edition book, could have been in a pyramid 3. Any ideas?
Searching for a table somewhere

MTH Blank Cards

Will there be packs of blank cards available for Munchkin Treasure Hunt?

I know the game comes with a few but my daughter immediately starting spit-balling new cards right after our first game and just couldn't stop :)! . She's keeping the overflow written down in a journal for now.
MTH Blank Cards

No Car Wars for me. Frustrating

I have spent the last 15 minutes trying to pledge for the Car Wars kickstarter to no avail. All previous Kick starters I've played with have had a convenient pay with Amazon function, I couldn't find this function for this one. So I attempted to type in my credit card info several times and every time I tried to click the green pledge button nothing happened or the billing address fields vanished. It is very frustrating
No Car Wars for me. Frustrating

Restraining Order and Its Little Friends

During a battle I played "And Its Little Friends" along with a monster from my hand. After that, other monsters were played from other players following my example. Then the player whose fight it was played Restraining Order on me so I took back my monster and the And Its Little Friends card. Do the other monsters stay in battle or not because the card allowing them to be there is now absent?
Restraining Order and Its Little Friends

Undead Clowns

The Bad Stuff for this monster (when you don't have head equipment) is actually death? The (Greek) card says that you laugh yourself to death and I was wondering if it was a metaphor..
Undead Clowns

Seeking input on a fantasy church

I am currently creating a fantasy world that where possible has earth like features with a fantasy twist. For example during the "third age" the dominant power is the Icarian Empire which is analogous of the roman empire but with "runic" style "network" magic tied in with all the features normally associated with the roman empire. The gladiatorial arenas collect the energy from the crowds and the blood. The "Icarian" roads act as conduits moving the energy to the armies in the field where the energy is channeled through the Runes and Sygils that are incorporated into Shields and banners of the Legions.

As a side note each age is for less powerful characters than the one before with the fifth age being the default age for regular gaming. The fifth age corresponding to late TL3 with some TL4 concepts and technologies

Now I am currently detailing the major religion which will largely mimic the Catholic church. But as this is a fantasy world things have to work a bit differently and incorporate as many (fantasy) narrative hooks as possible i.e. Imprisoned gods, Paladinic orders, clerics invoking divine powers and gods/avatars walking the earth.
To try and bring these two concepts together I have decided to make the religion/church a monotheism and also a polytheism (kind of). This Religion is known as "The Pantheon".

The basic history is the Icarian empire kept a lid on the feuds between the gods and their followers but when the empire fell the lid came off. During the decline of the Icarian empire the gods began to make war upon each other.
People suffered, a lot.
A prophet came along and got enough followers to control sufficient faith (The fuel of divinity) to be listened to by the gods. He brokered a peace treaty that led to all signatory divine beings being granted a slice of the collective Faith pie provided they followed the rules.
All the Faith provided by the worship of the Pantheon is distributed following a complicated system to all of the gods within. In return for a stable food/fuel supply the gods do not war upon or plague the faithful.
The signatory gods loosely take the place of Catholic Saints and angels/archangels. People who follow individual gods are seen as heretical. People who worship old groups of gods are treated about as well as the Catholic Church historically treated Jews. The Pantheons holy symbol a circle made up of many dots or dashes and it is ruled by a single elected leader.

Provided I have provided enough information to spark an idea from someone else and not bored them to tears in the process. Does anyone have any thoughts or musings on this idea? Is this idea sound or fundamentally broken in a way I haven't noticed yet?
Seeking input on a fantasy church

Med Kit and time warp

If I use a go up a level card, and someone plays time warp on that, can I use med kit to get back the level that was time warped away?
Med Kit and time warp

Gnome question

When a Gnome joins a battle as a helper does he get the +1 bonus for items beginning with G or N that belong to the original fighter (since it's a joined battle)?
Gnome question

GURPS and Harn

I'm looking to use GURPS with Harn but I'm not sure of the best way to go about it. There's a few conversions out there but they seem to be for 3ed.

Can anyone recommend a 4ed GURPS/Harn conversion please?

Also, is Ritual Path Magic here: http://ift.tt/1zcgoSC

Found in GURPS Thaumatology, or is it like it says a stand alone prodcut?

Finally, I've read the blurb but what setting exactly might I use Ritual Path magic in?

Thanks all.
GURPS and Harn

A diplomatic league of superheroes: The Elders

mardi 28 avril 2015

Today I read in the news that the organization of former global leaders, The Elders, is to meet with Russian President Vladimir Putin. I hadn't heard of the group before despite it featuring our former President, a Nobel Peace Prize Laureate Martti Ahtisaari.

I went on reading about the group and their goals and, well, just listen to this:

"- - a clutch of world-famous figures plan to announce today a private alliance to launch diplomatic assaults on the globe's most intractable problems"

Nelson Mandela: "This group can speak freely and boldly, working both publicly and behind the scenes on whatever actions need to be taken. Together we will work to support courage where there is fear, foster agreement where there is conflict, and inspire hope where there is despair."
Source

They are "Independent global leaders working together for peace and human rights"

Their goal is to use their "almost 1,000 years of collective experience" to work on solutions for seemingly insurmountable problems such as climate change, HIV/AIDS, and poverty, as well as to "use their political independence to help resolve some of the world's most intractable conflicts"
Source

On their home page they have an About section that reads like any superhero manifesto: "What is The Elders? What makes an Elder? How was the group formed? What do The Elders stand for? How do they work? How do The Elders decide what action to take?"

They are co-funded and sponsored by an eccentric billionaire Richard Branson.

And there is this portrait.

I am not sure what I wish to accomplish with this thread. I simply feel good that The Elders exist and are there to protect us. Also, there might be a little bit of roleplaying potential here somewhere. I don't know, hidden in this real-life superhero organization. I'm thinking of near future, some new Elders, new global problems.

http://ift.tt/1bSseHt
http://theelders.org/
http://ift.tt/1bCfynz
http://ift.tt/1bSseav
A diplomatic league of superheroes: The Elders

Super-gadgeteers whose inventions only they can use

In many superhero comics, the main role of the genius inventor is to go into combat with his own inventions. This carries a serious bit of fridge logic: wouldn't it be more effective to focus on outfitting allies whose powers are more directly useful in the heat of combat? Or outfitting a small army with gadgets?

One answer to this question is to make it an explicit rule that only the inventor can use his own inventions. This might be because the inventions don't "really" work, they're just a focus for the inventor's subconscious super-powers. However, I think it's more interesting if, once technology gets advanced to a certain point, it just gets very difficult–perhaps dangerous–to use. Like, you could hand over control of the nanoswarm to a special forces operative, but sooner or later he'd screw up and it would go out of control, devouring everything in sight.

So how to model this in GURPS terms? I've looked for an advantage limitation to make criticals worse, but can't find anything. Also, I want a way of doing this that doesn't make these gadgets more or less generic advantages. So maybe Signature Gear with a special limitation called something like "dangerous prototype"? Perhaps a heavily modified version of "uncontrollable" applied to Signature Gear? Other thoughts on how to do this?
Super-gadgeteers whose inventions only they can use

Warrior's Glory looking for players

Looking for players for a combat arena game. Create 100pt combat characters and fight it out.

http://ift.tt/1bC5Dyk
Warrior's Glory looking for players

Ye Swankie Donjon Shoppe and items with non-constant bonus

Deal in Ye Swankie Donjon Shoppe says that you can sell items that give you +3 bonus or more for twice price. So the questions are:
1) What about items that are +3 or more for the specific classes? Such as Horned Helmet or Freezing sword for Elves? Can I sell them if I'm not an Elf?
2) How about items that can give me +3 bonus, but either are stored in backpack or are not in the play (I hold them in my hand) and are not giving me any bonus?
3) Can I sell the item that was not originally +3 but has an enhancement on it which made it +3 or more? Let's say Warhammer (+2) with Unreasonably Light(+1).
Ye Swankie Donjon Shoppe and items with non-constant bonus

Skill System Houserules

I've been working on a new system for purchasing skills and it's time to see what the forum thinks. Please take fundamental objections to basic philosophies behind the system such as the idea of pricing skills by utility at all as read because there's been quite enough of that already.

To begin with skills are divided into four difficulties (the names of which ought to be familiar though a skill's difficulty in this system and in the standard GURPS skill system are frequently different). Difficulties appropriate for most campaigns follow, but the system allows for differing skill difficulties for unusual campaigns.

Very Hard: 4 CP/level. The skills that are strongest at keeping you alive in a lethal fight and skills that allow broad and powerful manipulation of the environment. Melee and ranged combat skills and magic in systems where it is divided among a small number of skills.
Hard: 1 CP/level. Skills whose absence puts an adventurer at a significant disadvantage. Unarmed combat, skills related to movement and social skills.
Average: 1/2 CP/level. Skills that are obviously useful to an adventurer but also quite skippable. Many knowledge skills fall here.
Easy: 1/12 CP/level. Skills that are basically only useful when the perfect situation comes up. Hobby skill (Origami) is a good example.

DX and IQ are replaced as the basis of most skills by a single Talent attribute which costs 25 CP. Characters still vary in things like manual dexterity but now it impacts skills differently than simply raising or lowering their level. Just like Perception can mean the difference between getting to use your guns skill or not, if your hands are shaking too much you simply can't succeed at personally performing a surgical operation.

Will and Perception can have skills based on them, when such skills are basically the equivalent of techniques of the stat such as mind block or observation. Such skills cost 1 CP/level

Skills are bought directly up from from the attribute default and don't have a jump with the first purchase.

Neither defaults from other skills nor skill bonuses from advantages exist. It is up to the character designer to purchase an appropriate skillset.

Where the normal system would use techniques (or optional specialties) this instead just uses less broad skills with x1/4 cost (in the case of a technique which can float between skills use the most expensive legal skill to determine cost). Also possible are x2/4 cost skills for core uses such as attacking or parrying and at least theoretically x3/4 cost skills for buying almost the entirety of the skill but with a significant caveat. Note that you don't need to have first purchased a full skill to buy any of these up. Instead of buying a single skill (like expert skills) to represent limited knowledge of multiple skills the character designer should purchase less broad versions of all the appropriate skills.

For skills with very high levels of overlap (like two melee combat specialties) the cost of all overlapping skills but the most expensive are x1/5. With lower levels of overlap (such as between melee combat and ranged combat specialties, melee combat and unarmed combat specialties or social influence skills) the cost for all but is most expensive is x3/5). You can buy up all the specialties of a skill for twice it's cost.

Skills that are obviously rendered far less useful in combination with other possessed traits such a skill in surgery combined with too low Dexterity to actually be able to personally operate practically ever or skill in bow without two arms is x1/5.

Nothing ever operates out of points invested in skills and there is complete freedom to sell back things and buy up more broad purchases when it becomes optimal to do so.
Skill System Houserules

Item enhancers on Steeds

Since Steeds are items can they be enhanced by item enhancers (apart from steed enhancers)?
If yes, can a Steed have both an Item enhancer and a Steed enhancer attached to it at the same time?
Item enhancers on Steeds

South Charlotte - Ogre: Casual Play:

All experience levels welcome.

This is a classic war game. We have it in its Kickstarter size at the store (for demos only not for sale). It's big, it's beautiful, and it's fun. So if you haven't gotten to play in a while, bring in your game and meet up with others. If you'd like to learn, come check it out!

Date: 5/22/15
Start: 7:00PM


Your Local Game Store
300 E John Street, Ste 110
Matthews, NC 28105
South Charlotte - Ogre: Casual Play:

Can you have two Pacifisms?

I know the RAW say choose one pacifism, but is it possible to have Reluctant Killer and Cannot Harm Innocents at the same time?
Can you have two Pacifisms?

Musket balls

For our hoplological friends: what effects, if any, would be observed by making musket balls out of cast iron? I know cannon balls were made this way, but that musket balls were almost always lead for convenience, so I'd assume some increase in cost (?how much), but would there be other effects?

I'm also assuming that, practically, this would be a silly thing to do ... unless, for example, you happened to have a fae problem...
Musket balls

USA - PANAMA CITY, FL -PC CREATIVE CON

August 1 At Gulf Coast State College will be PC Creative Con.

http://ift.tt/1qisfJs

Creative Con is a family-friendly convention that focuses on celebrating creativity and integrated learning.
It will be held at Gulf Coast State College in Panama City, FL
August 1st, 2015
from 10am - 6pm.

There will be SJG demos all day long as requested by the organizer Jayson Kretzer
USA - PANAMA CITY, FL -PC CREATIVE CON

Converting settings - general thoughts

I've been busy converting settings I love to GURPS and I'd like to gather the wise thoughts from wise people on this in one place.

Among the things I've concluded...

a) Don't do more work than you have to. When converting a huge world like, say, Pathfinder, it's tempting to start at one end and continue until you run out of books. While this is fun, it's also a lot of work you won't really have to use. Focus on the area you find interesting and think about what the minimum set of stuff you'd need to run a game in that area.

b) Focus on getting the feeling right. This is also known as "convert the setting, not the mechanic". You could probably convert the Vancian system used for Pathfinder magic fairly accurately if you put some work into it, but again - is it necessary? Does the Vancian system play a huge role in Pathfinder, or could it be replaced by something that already exists in in GURPS. Again, minimize your workload.
Converting settings - general thoughts

"...and possibly fully robotic assault armored vehicle."

Baby steps...
http://ift.tt/18g5wr7
"...and possibly fully robotic assault armored vehicle."

What's the DR for the underside of a tank?

Hello all!

Well, everything is in the title: how to calculate the DR of the underside of a tank (most tanks have DR values for the front, the sides and the rear)?

I ask because I was thinking of a cool trick to destroy a tank in a campaign with magic and/or psionic powers: somehow move explosives under the tank and detonate them (say, using Telekinesis).

Thanks!
What's the DR for the underside of a tank?

Unicorn Steed and Income Tax

lundi 27 avril 2015

I've found a large number of answers to similar questions but most of them involve caveats that don't make the answers clear universally one way or another.

Player A has Unicorn Steed in play. Player B uses income tax card on player C. Is player A protected because income tax is a curse, or does player A have to discard because s/he was not hit with the curse, but rather suffering the effects of another player being cursed?
Unicorn Steed and Income Tax

Regeneration - Magic Spells Only

Okay, how would one price regeneration with FP that only regenerates FP spent on Magic and not on anything else?

0% - Fatigue Only Obviously
Regeneration - Magic Spells Only

after 2.6 friendship ends.

I have a question regarding how the average player plays the game, or the intended way of playing based on rules. My friends and i love munchkin however the last time we played it i caused a ruckus and forbade the game from our parties and all future game nights till this is solved.
Question Context: During combat, a player kicks in a door and a monster hits the ground, normally we read the card in its entirety. Then player is ready to fight and starts counting 3-2-1. The other players then decide how that are going to Screw the munchkin fighting the monster, for the last few games me in particular have given them over 3 min to allow them time to plan there demise of me by the monster. Monster enhancers and curses fly and i am now unable to fight it. I then take a sec and play one shot cards to beat it. This is where i flipped the table and quit. They then demanded that they get another chance to throw enhancers to make me unable to fight. This is usually 10 min after a monster is drawn.
Question: How should we go about this?
I say that 3 sec after i read the card is fair give me my 3 sec rebutle after they throw down enhancers to let me aid myself. THEN TURN IS OVER MONSTER IS DEAD OR I RUN AWAY. thoughts please.
after 2.6 friendship ends.

Pictures Of All Possible Arena

I'm throwing this out there. I'd love to see picts of all the possible arenas in the new suppliment.

Anyone have time to put this together?
Pictures Of All Possible Arena

[MH] Would like help with some characters

Hello everyone!

I am creating some characters for a mini Monster Hunters campaign that I'm going to play at my local club. It is going to run for between 3-5 missions with the option to continue if people like it enough.

I'm using the Agents of ORCID article from pyramid 3/73. The characters are going to be a Commando, a Sage, a Sleuth, a Techie and a melee focused character. The characters are going to be around 500 ish points. The Commando, Sleuth and Techie were easy. I have two problems, however:

1. I'm unsure what to give the Sage instead of their magic. I'm not using it because I feel Ritual Path Magic to be a bit complex for a game that is only going to be four or five sessions long and the Sages abilities are less useful in the field. I would like them to have some minor supernatural gifts due to spending so much time studying the occult but I'm at a loss what to give them.

2. I am also struggling with making a melee character in a setting where an assault rifle deals 9d pi++ without giving the melee guy a load of extra points to buy weapon skills, strength and loads of attacks. I have tried using the Warrior and the Experiment templates and I didn't like the result of either. The Warrior didn't have a high enough skill to ensure the final word in melee and the Experiment didn't seem to do enough damage, at least compared to buckets of dice the Commando is going to be rolling every turn.

One point I should make is that I don't want anything electrical on the melee fighter. The character's background is that they are bioengineered human created specifically for killing monsters. I have no objections to weird and wonderful abilities with other limitations but I would like this to be the one character that isn't completely hosed by an EMP. I want their abilities to be a part of their DNA rather than cybernetic. Everyone else is chromed right up.

I would prefer to stick to characters that have a wildcard skill or two because I find them a bit easier for newer players. Three of my potential five players are familiar with GURPS and I'm fairly intimate with it and everyone else is pretty smart so the characters don't have to be too simple.

I have most if not all of the books for 4e and quite a few pyramids issues as well. I have a few quid I'm willing to drop on books that think are absolutely neccessary.

Whew. That was longer than I was expecting. So if any of you fine people have some solutions or even just some suggestions for me, that would be super duper and I shall be eternally grateful and will be your best friend forever.

Thank you very much!
[MH] Would like help with some characters

Light Dungeon Fantasy - The Top 10 Skills

I'm making hirelings at 100 points and in an effort to curb taking over for low point player characters and to keep the sheets easy to read, I'm giving them a limited number of skills, 10 or less to be specific.

I've already got Dungeon Fantasy Hirelings and already started making my own templates but I'd like to get the forum's opinions.
Light Dungeon Fantasy - The Top 10 Skills

Peculiar difficulty loading on my Kindle

Has there been any DRM or other such thing added to the last few Pyramid issues? Behind the scenes format change?

I ask because ever since Heroes Jackpot I've been having a very strange problem. When I put the magazine on my kindle it loads normally for the first 2 pages, then on page 3 it hangs for a very long time, sometimes for more than an hour. The loading symbol is there and nothing except a hard reboot of the kindle makes it respond until it finishes.

If I tell it to load page 4 directly it jumps to it without a problem.

I did not have this problem with issues 1 to 74. I have no issues loading them on my desktop.

Is the From the Editor section just infested with gremlins? I don't consider this a pressing issue, being a very old kindle , but it is an inconvenient and perplexing one.
Peculiar difficulty loading on my Kindle

[USA]Seattle, WA EverfreeNW - Munchkin, Zombie Dice, Chez Geek [May 29th-31st 2015]

[USA] [Seattle, WA] EVERFREE [29th-31st May, 2015] [Chez Geek, Munchkin, & Zombie Dice)


- EverfreeNW 2015, Seattle Airport Hilton
- www.everfreenw.com
- please see EVERFREENW website for updated schedule. Teaching Beginning Munchkin events running at every time slot starting 2 pm Friday through the 4pm on Friday. Then Tournament Event on Sunday 1130am - 330pm
Munchkin tournament; Chez Geek; Zombie Dice Tournament;
- 1 MIB and several non MIB GMs have games scheduled throughout the con. Unscheduled demos may crop up on player demand.
[USA]Seattle, WA EverfreeNW - Munchkin, Zombie Dice, Chez Geek [May 29th-31st 2015]

IW: looking for more

I'm putting to together a Infinite Worlds game, and I'm looking for more timelines. I already have Britannica-6 from W23. So any links or even your own ideas would be most welcomed.

The plan for game is that the PCs will be working for a Museum on Prime, that sends out teams to recover artifacts from dead worlds, at least to start with. At some point after a few sessions the players will end up smuggling from worlds that have a population.
IW: looking for more

Building permanent magical traps with GURPS Magic

Are there any by-the-book rules on constructing permanent magical traps using the standard magic system given in GURPS Magic?

As I read the rules, a mage can cast, for instance, Link and Fire Cloud to burn anyone who enters a certain area. But this has a few shortcomings: the trap can only fire as many times as the mage casts Fire Cloud, three link spells count as one spell "on" for the mage, limiting further casting, and also it's not entirely clear whether the Link would persist after the caster's death.

The rules on enchantment say (Magic p. 18) that some spells can be used to enchant an area, but Link is not one of them.

So are there any rules using the standard magic system for creating magical traps that last indefinitely and can fire an unlimited number of times, without burdening the caster with a "spell on" penalty? I've looked through the books I've got, but perhaps there's a Pyramid article or something I don't know about.

I'm perfectly comfortable adapting the existing rules to cover this case, but first I'd like to know if someone's already done it.

And yes, I know about Evil Runes from DF2, which create magic effects by fiat. That's not what I'm looking for.
Building permanent magical traps with GURPS Magic

some mini-games

I tried two mini-games on original ($3) map, playing solo.

1. 4 GEV's need to get past 4 heavy tanks: the GEV's need to get lucky with 1:2 attacks but have a chance.
2. 3 GEV's against 6 light tanks (don't have these pieces in the $3 game but used HT counters instead and assumed 2/2 D2 M3): I tried twice, once the GEV's got demolished for getting too close, the 2nd time the LT's let themselves get within GEV range to initiate engagement and one GEV managed to squeak past by disabling one of the LT's but the other two were destroyed with no LT losses.

In each case I had GEVs split up, each group going one side of the map.

It seems light tanks at 2 per 1 GEV isn't much of a contest out of the context of more force diversification.
some mini-games

Shield hand weapons?

Are there rules about carrying weapons in the shield hand?
Shield hand weapons?

Stand-alone helicopters rules?

It occurs to me: the Car Wars Compendium or Deluxe Car Wars are currently the only places to get the rules for helicopters. Is that correct? Any plans (even potential) to extract those rules into maybe a stand-alone kit for Car Wars Classic buyers, maybe the pocket-box version of choppers that never was?
Stand-alone helicopters rules?

Shuffling the Illuminati card game

I've recently purchased the Y2K and Bavarian Fire Drill for the Illuminati Card Game. This of course creates a massive draw pile when playing the game. I've started shuffling the deck in sections, swapping around half of each section after shuffling to attempt to get a thorough mix. Does anyone else have any suggestions on how to get a good shuffle with a deck this size prior to playing. I'm hesitant to use an automatic card shuffler as I don't want my cards to potentially get damaged.
Shuffling the Illuminati card game

Best Expansions for Car Wars Classic?

I'm venturing back in to Car Wars for the first time in two decades with the purchase of Car Wars Classic, and would like to purchase electronic versions of some of the supplements. I'm finding that it's a bit confusing to sort through the many supplements, some of which seem to contain overlapping contents, and it's not entirely clear which edition some are compatible with. Can anyone offer any advice, or maybe a "top 10" list of products that best complement CW Classic?
Best Expansions for Car Wars Classic?

Squidzilla and Sword

In our last game I was a Ranger and I had in play The Sword of Slaying Everything Except Squid. At some point I drew the Squidzilla and I decided to tame it (not fight it). Was that legal or did I have to try to run away as the text of the Sword card says?
Squidzilla and Sword

[USA] [Montclair, CA] [27 April, 4 May 2015] Mandatory Munchkin Monday @ The Monstore

dimanche 26 avril 2015

Mandatory Munchkin Monday is here again. 2 weeks, back to back! Game starts at 6 - get there early and you get an in-game bonus. Buy something at the store and show your receipt, another in-game bonus! Everyone playing gets a Munchkin in their choice of color from my Bag o' Munchkins, to take home. Points accumulate and prizes (TBA) given every 6 months.

Who can guess which Munchkin we'll be playing on May the 4th? Yes! StarMunchkin, of course.

So come to The Monstore in Montclair for Munchkin this Monday and next...it's Mandatory.
[USA] [Montclair, CA] [27 April, 4 May 2015] Mandatory Munchkin Monday @ The Monstore

[Chargen] Build help

Hey All,
I'm trying to stat out a character of mine. They are a struggling actress with the problem of Johnny Cage. Meaning while they are a true martial artist they have a reputation for being fake. One of the reasons they are considered a fake is that she took part in an action film that flopped badly. Since this is my first time trying to make a martial artist character I would like someone more familiar with GURPS Martial Arts to go over it and suggest corrections.


Quote:

Character Name: Sophia Hernandez
Alias: Sophia the Riot Girl
Character Point Total: 150
Unspent Character Points:

Appearance
Age: 18
Sex: female
Height: 5’7” (1.702m)
Weight: 155 lbs. (70.307kg.)
Description: A shapely Hispanic woman of medium height.
Disposition: Charismatic and passionate. Sophia is a sucker for a good cause and loyal to her friends. Her nickname comes from her open sociopolitical views that remind some of her acquaintances of the old Riot Grrrl movement
Left or Right-handed: Right

Attributes
ST: 11
DX: 12
IQ: 11
HT: 12

SECONDARY CHARACTERISTICS
HP: 10
Will: 11
Per: 11
FP: 12

Basic Lift (BL): 24
Basic Speed: 5.00
Basic Move (BM): 5

Damage: 1D-1 / 1D+1
Dodge: 8
Parry: 10
Block: 6
DR: only if your body/part of your body has a natural DR. List by location.

Languages
[Color=red]Language (Comprehension Level, Spoken/Written) [point cost]
Ex:
Spanish (Native) [0]
English (Native) [6]

Reaction Modifiers
Appearance: Attractive
Status: 0
Reputation: -2 to reaction rolls

Advantages
Charisma [5]
Fashion Sense [5]
Shtick [1]
Daredevil [15]
Fit [5]
Style Familiarity Muay Thai [3]
Style Familiarity Krabi Krabong [8]

Disadvantages
Debt [-5]
Impulsivness [-10]
Overconfidence [-5]
Reputation [-10]
Stubbornness [-5]
Skills
[Color=red]Skill name (Controlling Attribute/Difficulty): Skill Level [point cost]
Ex:

Performance(IQ+2): 13[8]
Stage Combat(DX+1): 13[4]
Acrobatics (DX+1): 13[8]
Acting (IQ+2): 13[8]
Dancing(DX): 12[2]
Public Speaking(IQ+1): 12[2]
Current Affairs(Popular Culture)(IQ): 11[1]
Carousing(HT): 11[1]
Sex Appeal (HT+1/): 13[4]
Karate (DX+2): 14[12]
Elbow Strike(K+1): 15[2]
Knee Strike(K+1): 15[2]
Spinning Kick(K+3): 17[4]
Kicking(K+1): 15[2]
Uppercut(K+1): 15[2]
Stealth(DX+1): 14[4]
Polearm(DX): 12[2]
Saber(DX): 12[2]
Smallsword(DX): 12[2]
Tonfa(DX): 12[2]
Drive(Auto) (DX): 12[2]
Drive(Morotcycle) (DX): 12[2]
Guns(Pistol)(DX+3): 16[8]
Housekeeping(IQ): 11[1]

Encumbrance
Encumbrance Level/Move Modifier/Dodge Modifier
(0) None = BL: 24 / BM x 1: 6 / Dodge: 8
(1) Light = 2 x BL: 48 / BM x 0.8: 4.8 / Dodge: 7
(2) Medium = 3 x BL: 72 / BM x 0.6: 3.6 / Dodge: 6
(3) Heavy = 6 x BL: 144 / BM x 0.4: 2.4 / Dodge: 5
(4) X-Heavy = 10 x BL: 240 / BM x 0.2: 1.2 / Dodge: 4


Equipment
Glock 20
3D-1*2*160/1,800*3*15+1*10*-2*4*3*[4]*$600/$32*2.4/0.8
three 15 round magazines
100 rounds of JHP ammo
Glock 29
3D-1*2*160/1,800*3*10+1/15+1*10*-2*4*3*[4]*$600/$32*2.4/0.8
Three 10 round magazines
PR-24 Baton
Sw cr*1*0*$40*1*7*[3]
Thr cr*C,1*0*-*-*7*

For weapons and armor, post a wish list of three each, ranked in order from best to worst. Keep in mind that you MUST be able to afford any choices listed as the cost will be deducted from your starting wealth.

Worn on Person Current Encumbrance
T-shirt
Belt: $40, neg
skirt
Combat boots (DR: 3/2): $50, 3Lbs.

The Following is stored at Trouble’s Apartment
Casual Clothing(X7): $120, 2Lbs. (each)
Grooming Kit: $25, 0.5Lbs.

Living Accommodations
Currently Sharing a bed with Trouble
Vehicles

Funds
Currently broke
Background
[Chargen] Build help

Magic and indefinite spells

Hi all, I am just starting my first GURPS dark fantasy game and have a question about Magic and spell maintance and how it affects play:
(My understanding may be flawed here so if I have got something wrong please let me know)
When mages/wizards maintain spells they reduce their maintance cost for having high skill. With skill of 15-19 they reduce the cost by 1, which means any maintained spell that only costs 1 is now free to maintain until they are no longer conscious (with a minus 1 penalty to other spells).

For my campaign I have 2 mages both with many spells of 15 (200 point builds) By raw they can maintain about 3-4 buffs all day with no problems, won't this mean the group will trounce any mundane threat I give them? In the one game I have run so far one of the mages layered up frost weapon, haste, armor and something else that escapes me at the moment, and was untouchable compared to the none magic characters and their skills. Am I doing something wrong, are mages just superior to other characters? Any advice would be highly welcome
Magic and indefinite spells

A Better Version of Uno - Check it out!

Not long ago I discovered French Uno. It was at my work and one of my coworker is French. She said that her family invented a new rule at Uno which made the game better. I did not believe her at first, uno is a pretty boring game, but I have some time to kill. We were 5 to play and gosh we had fun!! I had fun!!

You can skip other players turn if you have a card exactly matching the previously discarded card (same color same number) then, because you "doubled down" you get a free play. This little variation makes the entire game exciting especially when you play the Draw 2 or Draw 4 cards.

Anyways, I highly encourage card game lovers to try this version, it is really super fun! And let me know if you have questions about the rules :-) Get all the rules here http://frenchuno.com - yep there is a website for it!!
A Better Version of Uno - Check it out!

Ideas for mass combining munchkin sets

How would you go about combining, say, every munchkin set?

I recently binged and just about finished up my munchkin collection. I have every base set of munchkin, and almost every expansion and booster (though I haven't played most of the newer ones yet). I've had positive experiences mixing sets together and I'd like to mix them all together to get some truly wacky games. However, I've only mixed a few together at one time so far, and even then it leads to a lot of issues, and not things that could be fixed by just throwing in blender or cheat with both hands.

So my idea was basically to separate all the cards into types, and then pull from those stacks in specific quantities to create decks of maybe 200 treasures and doors that are still randomized from every set but contain balanced ratios of cards.

What I wanted to brainstorm was exactly how to do this. Without going so specific that I might as well just be picking the cards and building a cube, what types could the cards be separated into, and then in what ratios would you pull those cards to make a balanced deck? Even better, how could I do this in a way so as to keep cards that would go to the same type and have specific synergies together (lions, tigers, bears; obsessive, compulsive; slay the dragon, clear the dungeon; warhammer, warscrewdriver; various lotus powders; you get the idea).

My rough ideas go something like this:
Doors
-Monsters 1-5
-Monsters 6-10
-Monsters 11-15
-Monsters 16-20
-Races (similar numbers of each, maybe base set races a little heavier)
-Classes (as above)
-Non-Race, Non-Class cards that behave in a similar fashion (powers, accents, Factions, Naughty, Barbarian, Class/Race enhancers and the like)
--Alternatively, just combining the above 3 into one stack, as I might be putting too much importance on classes and races.
-Monster Enhancers and similar
-Wandering monsters and similar
-Cheats, multi-class, Multi-race and similar
-Hirelings and equivalent
-Steeds and equivalent
-Portals
-Misc cards that don't fit the above.

Treasures
-GUAL cards
-One shots that give a combat strength bonus
-One shots that remove monsters
-Other one shots
-Big items
--but maybe not, since there would be a lot of overlap with other equipment
-Unrestricted equipment
-Class/race/other restricted equipment
-Enhancers
-Misc other stuff
--Honestly I feel like I might be completely off-base with how to do treasures.

As for synergistic cards, my best idea was to take all such groups out, and replace them with trimmed notecards. If I pulled a notecard while building the deck, I'd replace it with the appropriate set of cards while maintaining the number balance.

Thoughts or ideas?
Ideas for mass combining munchkin sets

Very thin characters SM

Hello.

So, the question is what are advantages and drawbacks of being very thin, but material, not Shadow Form.

Originally, the question rose about flying carpet character but then it became more complex question.

Obvious advantages of being thin in one dimension:
  • You are less likely to be hit from your side. Effective SM from the side is much lower and it might affect possibility of being hit by thrusting impaling weapons from thin side.
  • You can squeeze through narrow openings much better even without double-jointed or extra-flexible.

And I see only little drawbacks. Like realistically, you may have less strength.

So, I can't see such build just as a SM-related feature, but I can't find appropriate advantage. The closest one is Shadow Form (3-D Movement, Finite Thickness), but how can we model it with ability to physically interact with the world?
Very thin characters SM

Sparkly Good Fairy question

Hello,

I recently bought the Game Changers expansion, and a question came up.
Say no Fairy Dust (FD) cards have been touched throughout the game and the SGF is killed normally; the munchkin then procceeds to gain two levels, four regular treasures and two FD cards. The rest of the FD cards are then put on the top of the treasures deck, and will be treated as regular treasures from that point on.
That being said, help me with the following situation: if, on the next turn, the SGF is ressurrected by a cleric (or by any other means) and successfully killed again, and at the top of the treasures deck lay all of the FD cards (except for the two looted by the previous player), what will the munchkin get?

a) 6 FD cards (which would be the full prize, 4 treasures + 2 FD, since FD cards are now treasure cards);
b) 4 FD cards (which would be only 4 treasures, since the FD deck doesn't exist anymore);
c) 4 treasure cards + 2 FD cards (as stated on the card);
d) 4 treasure cards (I think this is the least likely answer, but If I was sure I wouldn't be asking).
Sparkly Good Fairy question

Thoughts about the faerie in fantasy games

I am really interested in faerie and how to use them in a gameworld. There really is no way to define what a faerie is however. Are they wild chaotic energy or are they whimsical spirits? There really is no clear definition. But one thing I have thought about is their origins. The elves, dwarves, trolls were creation or inhabitants of the Norse cosmology. The nymphs, fauns, dryads, centaurs and minotaur were from the Greek cosmology. The fomor and sidhe were from the Celtic cosmology. So this made me think that the true origins of fairies were from pagan cosmologies instead of some universal faerie land like Arcadia. So maybe when Christianity became dominant, the pagan religions were weakened but there were still creations of the pagan world roaming about. Maybe the reason that faerie tales tell of strange and fickle faerie is because the pagan creations (the faerie) were magical creatures that were un-aligned with either the Christian God or the Devil. They were free willed beings that had their own motivations and thus were unreliable or even chaotic to those of the Christian faith. What do you think? Thanks.
Thoughts about the faerie in fantasy games

Picks getting stuck

Why is it only picks that have the rule about getting stuck? It seems to me that any impaling weapon is subject to the same sort of possibility.
Picks getting stuck

[Fantasy] Size Modifier for Dwarves

I understand the general rule regarding Size Modifiers from p. 19 of the core rules...

Quote:

Originally Posted by Core Rules, p. 19
Size Modifier rates a person or object’s most significant dimension: length, width, or height.

... obviously for a fantasy dwarf who is 4.5' to 5' this would be SM -1 if you accept the concept that a fantasy dwarf is proportionally identical to a human in every way except height. This is not correct. They are, in general, broader for their height than humans are.

So, my question is... is there enough of a difference to make a 4.5' to 5' tall fantasy dwarf a SM 0 like I think there is?
[Fantasy] Size Modifier for Dwarves

Trying to identify Ogre miniatures

I picked up a large collection of Ogre miniatures recently. I'm trying to figure out what I have before I put them on Ebay...

Can anyone help me identify the minis in this Imgur gallery? I have most of them I think, as I have their original boxes, but some are loose and I'm not sure what they are....

Thanks in advance!!!

http://ift.tt/1GvDPpT

(The same goes for my space stuff located here; I'm not sure what I have: http://ift.tt/1EG7mQd)
Trying to identify Ogre miniatures

Your Highest And Lowest Starting Points

I thought it would be interesting for the forums to comment on their starting points for adventures/campaigns.

Specifically: What are the lowest and the highest point totals you've ever started with?

I ran a one shot adventure of guards defending a wagon of goods from highwaymen. This was to show people some basics of GURPS melee combat. The guards (the players) were all 50 points.

I played in a short lived far future post-apocalypse game where we started out with 300 points. Most of us awoke from cryo-sleep enhanced with cybernetic implants or genetic modifications.
Your Highest And Lowest Starting Points

Recovering from the Long Night

So I was thinking about how a world would recover from the Long Night.

Part of it would be building up the local economy and then Tech Level to be able to support building space and star ships.

But then the questions is what space ships (non-jump), and then star ships (jump capable) are built first?

Does a world build first exploratory scout space ships to explore the home system, then belter and merchant ships, then rescue and small military ships, then liners, then larger military ships, and then larger cargo ships?

Is the same cycle appropriate for a world sending out star (jump) ships to the nearby systems?

How big do you think the first scout star ships should be?

How big do you think the first merchant star ships should be?

-Dan
Recovering from the Long Night

Re-inventing an old game world

This is probably a poor choice in title, but I'm not sure how else to say it... About 12 years ago, I ran a GURPS game set in a low-tech, medium magic, and high-fantasy world of my own creation. From custom races to custom maps made from Campaign Cartographer, I pretty much went all out on it. We ended the game years ago and now my players want to restart it, role-playing in a world shaped by their previous characters.

It's 25 years later... In the past game magic was illegal and the exclusive domain of the church. Now, in part because of the actions of our heroes, the magical colleges of the old empire have been restored. I should mention that the setting of this game is a city-state that used to be the capitol of a huge empire; think Rome with less of a fall.

Magic is where I'm getting hung up a little. Let me explain...

The religious legends say that Earthly (human) magic spawned from a tryst between one of the gods and a human woman. Thus, I've already established that magic is a genetic thing - though I'm not completely opposed to deviating from that. Their stories also tell of an ancient race (players have already discovered that this was elves) who were given immortality but became corrupt so the gods destroyed them and started over with man. Man was mortal and could appreciate life better. (If you have seen the Babylon 5 series, this should sound familiar to you.) Some Elves survived and they practiced a more true form of magic that humans don't have access to (or haven't discovered) - either syntactic or psionic. Today the humans use a bastardized version of magic in the form of spells and rituals.

Ok, where am I going with this? Well, in the past game, I've already sort of established that all human magic is the same (based on the stock rules of GURPS). In the next generation game, I want to build some magical styles for the traditional mages and even create a clerical magic that feels different from "normal" magic. (I have a player that really wants to be a cleric.) In doing so, I also don't want to break too much from the past. I.e. In this game the gods are not active (per se) in the world. Thus, threshold magic or power investiture doesn't really make complete sense in my mind. Anyone have ideas on this? I have a couple ideas based on Thaumatology. I want to go further than just a unique magical style for clerics.
  • Clerical magic is based on something other than IQ... Perhaps Will or Perception to add some flavor. It's the same magic, just a different application of it.
  • The gods have reemerged/awakened and now participate in the world... Not sure if I want to go this far, but it would allow me to use threshold magic in a way that makes sense and depart in a substantive way from "normal" magic.
  • Clerics are a modified Magery 0 and have attuned themselves to magic and the use of magical items. All of their magic comes from religious ritual and ceremonies which imbue religious items and symbols with spells.
  • Build a magical style that relies on special skills (theology, ritual skills, etc) as prerequisites than on base spells. I.e. The cleric is building the spell in a different way to achieve the same effect. This can get a little tedious though.
Any other ideas from you smart people out there? :)
Re-inventing an old game world

[DF] Compartmentalized Mind for Spells

For my DF I am trying to model the following behaviour.

The Sorcerer uses his magic by means of his inherent link to the arcane. This link is due to his supernatural legacy and it is not related with the understanding of the magical laws.

Throwing a spell is more like a "intuitive act" rather than a conscious act.

That means that he doesn't really need to concentrate fully to throw spells. He can move and throw spell or throw missile spell and attack with it in the same round. He can't throw two spells in the same turn, however!

After reading some posts of the forums and Compartmentalized Mind B43 I have decided to model it this way:

Compartmentalized Mind [50]; Spells Only (-10%?); No Mental Separation (-20%); Accesibility: Only when first compartment is not using concentrate maneuvre (-%%?)

How would you model "you can move and throw spell but you can't throw two spells at the same time"? Is "Accesibility: No two concentrate maneuvres -10%" a good limitation?

Thanks in advance!
[DF] Compartmentalized Mind for Spells

Car wars 3x

Sorry for the perhaps repetitive question. However where can I find some rules/templates for the 3x version of car wars? I loved car wars. Up scaling sounds awesome and I'm debating if I should embark upon making a game in a week. Probably too ambitious.
Car wars 3x

Palladium Splicers to Gurps

I'm trying to convert Palladium Splicers to Gurps mostly the Host Armor and War Mounts to play in Gurps Reign of Steel. If you have/know a table or know how to convert plez help.
Palladium Splicers to Gurps

UT Explosive warheads calculating damage

Has anyone worked up explosive warheads using the new Explosives in Pyramid 3/51: Ultra-Tech Too?

It's the usual issue, we have set listing of damage for actual weapons in UT and Pyramid 3/37, and we have the rules for calculating explosive force by weight from explosives of different REF's and we have different REF's, but no listings for weaponising those difference explosives in actual warheads.

UT pg153 gives a +1 damage per dice for HE (and similar kind of bonus for other explosive warheads. However that doesn't really seem to match the kind of increase in REF in either UT, and certainly not the advanced ones in Pyramid 3/51.

Now you can do some quick write ups based on some assumptions of proportion of warhead filler to total weight (recent thread regarding HT here)

So lets use that 30% for standard HE warhead

From UT pg146 and Pyramid 3/51 pg25 the 100mm rocket is 25lb 30% of that is 7.5lbs


The rated explosive cr damage in UT for the 100mm is 6dx5 at TL9 and 6dx5+6 at TL10+)

using the equation on Basic pg 415 6d x (weight of explosive x 4 x REF)^1/2

in the case of the 100mm warhead that's 5 = (7.5 x 4 x REF)^1/2

or rather 25 = (7.5 x 4 x REF)

which means REF = 0.83 (the extra +6 from higher TL makes little difference to that calculated REF)*

So that means that the percentage of warhead which is filler is less than 30% or they are using way less effective explosive than is available to their demolitions?


If you plug the higher REFs from UT & Pyramid 3/51

TL10 High-energy explosive REF 6 and the equation on Basic pg 415

n = (7.5 x 4 x 6)^1/2 = 13.42

so explosive damage is 6dx13 with the REF 6

if you use the TL10 Isomers with REF 100 from the advanced listing, you get:

n = (7.5 x 4 x 100)^1/2 = 54.77

so explosive damage is 6dx55 with the REF 100 filler


oh and the 400mm cruise missile that weighs 2,500lbs and assuming the same filler proportion

you get n = (75 x 4 x 100)^1/2 = 173

so explosive damage is 6dx173 with a REF 100 filler (in comparison to 6dx40)


Obviously this seriously increases the damage of HE rounds



There is an inherent issue in taking a flat percentage of warhead weight as filler I guess but has anyone come up with any other guidelines?

There is also an issue in comparing rockets and missiles to 'bullets' as weights are radically different.

And of course not all explosives are suitable for warhead filler.

Of course there also the issue of working out different effects of more specialised explosive warhead (HEAT, HEMP etc).



*the problem is when I do the same calculation for the 64mm missiles is 2lbs so filler @ 30% = 0.6lbs and with listed HE explosive damage of 8dx2 (equivalent to 6dx2.67)

so 2.67 = (0.6 x 4 x REF)^1/2

7.13 = (0.6 x 4 x REF)

REF = 17.11!!

So either the comparative weights 64mm vs 100mm are wrong, or they use significantly different proportions of filler or they use for some reason significantly different explosives (Or I'm messed up my maths, always a possibility)


Given on Pyramid 3/51 pg25 it states that the 400mm warhead weighs 64x** as much at the 100mm warhead and thus does 8x explosive damage (i.e. SqRoot)

and 100mm war head weighs 12.5x the 64mm and does 2x damage (by SqRt it should be 3.5x damage so I think the 64mm is high or the weight is low, or the proportion significantly different)

Anyway this is really not my area any thoughts anyone? (I should do HT warheads as well to compare and contrast, but this post is messy enough as it is)


**although in the listing teh total weight is actually 100x not 64x. Maybe the proportion of warhead to missile differs the 400mm cruise missile is very long range, there are basically a lot of unknowns in all this)
UT Explosive warheads calculating damage

Dark and gritty superhero game

I have an idea for a superhero game that I have wanted to try for a while. I want the characters to play as low level heros. This daredevil, green arrow, or batman year one. Any suggestions? Also I already own the supers book and the powers book.
Dark and gritty superhero game

Munchkin Adventure Time: Spot the Snail

So this could potentially apply to any "Play Immediately When Drawn" card, but I've only had this dispute in regards to the Spot the Snail card:

If you get the card in a situation where you didn't actually *draw* the card (i.e. in your starting hand, during charity at the end of a level 9 player's turn, etc.) Do you get to hang on to it until you spot a snail that you can play the card with?
Munchkin Adventure Time: Spot the Snail

Monsters that don't chase after lower levels

samedi 25 avril 2015

Hello. We are new players here and love the game very much. Have the basic set and the Adventure Time set and love them both.
I was a bit confused on some of the monster cards. Some higher level monsters say they don't chase after player of a certain level and lower, such as 4 or lower. Does this mean the monster doesn't fight that player, or does it mean the 'bad stuff' happens automatically with no run away chance?
Monsters that don't chase after lower levels

[USA] [Los Angeles, CA] GAMEX Strategicon [22-25 May, 2015] [GURPS, Munchkin, & ...)

[USA] [Los Angeles, CA] GAMEX Strategicon [22-25 May, 2015] [GURPS,

- Strategicon Gamex 2015, LAX Hilton
- www.strategicon.net
- please see Strategicon website for updated schedule. GURPS events running at every time slot starting 2 pm Friday through the 9 am slot on Monday. Tabletop events scheduled from Friday noon ‘til Sunday 9 pm.
- GURPS tournament; Munchkin tournament; Castellan; Chez Geek; Chupacabra Dice; Zombie Dice; Mars Attacks! The Dice Game; Dino Hunt Dice; Cthulhu Dice; Trophy Buck Dice.
- 8 MIBS and several non MIB GMs have games scheduled throughout the con. Unscheduled demos may crop up on player demand. (Not too late to add events...board game schedule is pretty full, but still plenty of room for GURPS! Deadline to submit events is this Friday, May 1).
[USA] [Los Angeles, CA] GAMEX Strategicon [22-25 May, 2015] [GURPS, Munchkin, & ...)

House Rule Ethics and Unnatural Compulsion

My Group of friends play munchkin and we play by what we call "House Rules". "House Rules" are that if a card is played but it cannot be used or is played "improperly" it is discarded. This is a way to encourage other players to actively read their cards before they play them or risk loosing them, further subtracting their resources they could of used to win or prevent other munchkins from wining as a punishment.

Example: some uses United I Stand which says "play when you are in combat alone" but they have a munchkin aiding them in combat already.

"House rules" would force the player of that card to discard it due to improper use.

"House Rules" deconstructs a munchkins competition by not allowing other players to "take back cards" that have been not properly used or couldn't have been used and turns a fun game into a serious one.

The reason i have posted this is because i need opinions on the ethics of the "House Rulings" my friends have applied to this game in order to disband it or continue to apply it.

If a card or cards are misused by a fellow munchkin in order to oppose you from winning a combat: would you claim the card is exhausted/misused and needs to be discarded or tell them to return it to the players hand?

In reference to "House Rules" my friends had an incident with Unnatural Compulsion.~Unnatural Compulsion is played.

"play at anytime.all players must show their hands.you may take a single one shot item from each player (Either the hand or ones already in play) and use it immediately."

A munchkin had in their hand doppelganger. doppelganger is a one shot but its effect cannot be activated in the present situation. unnatural compulsions user was not in combat presently or anything - but it allows them to take a one shot and makes them instantaneously play it I.E. use it.

The card never explain weather it had to be a successful using of the one shot in order to play it.

would Unnatural Compulsion permit a munchkin to take doppelganger and actively misuse it? Can you use Unnatural Compulsion in general to improperly exhaust one shots weather or not its effects can be applied?

Do you think House Rules are dumb?
House Rule Ethics and Unnatural Compulsion

Pistol crossbow gunslinger - faster reload?

Hi again! Starting a DF campaign, hopefully next week, currently working with players for character design. One player is interested in a pistol crossbow gunslinger/scout. I thought it was such a neat idea I'm trying to help make it work. I am hoping that your collective wisdom might be able to help me increase his rate of fire; I'm seeing a minimum cock time of 2 seconds per bow in the basic set, and even with heroic archer, he'd only get 2 shots every 4 seconds. TL is 4, with a few steampunk common items, and some rare very complex items. Any thoughts? Advantages he could take I didn't think of? Can he use a low ST crossbow and cock it faster?

I'm considering telling him he is stuck for now, but that he may be able to have the genius gnome artificers figure something out for him; a mechanical advantage lever, perhaps, or a back mounted device that'll let him use his leg muscles to quickly cock them.
Pistol crossbow gunslinger - faster reload?

[RPM] Critique My Conversion of Ritual Path Magic to Fate Core

Hey, all!

I haven't been around much since I've been experimenting with Fate Core. Don't worry. I haven't left you guys, but I have been enjoying trying out another system. This is for those of you who have both an understanding of Fate Core and GURPS's own Ritual Path Magic system. I did my best to convert the spirit of RPM into a system of magic for Fate Core since it was the one big thing that I was reeeaaaaally missing from this new system.

Quote:

Fate Core RPM will use the Lore skill, and the standard Lore skill will be replaced by a better-named Knowledge skill. Lore is rolled against a Divine (+10) opposition, which takes a second. There are a handful of advantages that can be created to offset this opposition. Consecrated Space, Connection with the Subject, Taking Extra Time, and also Using a Known Ritual. While not one of the standards, a Relevant Material Component advantage would also be appropriate. On the other end of that, the difficulty of the ritual being cast is also added to the opposition. It is anything from Mediocre (+0) for a spell like Light to Divine (+10) for a spell like Resurrection. The opposition can never exceed Divine (+10) total for rolling. The end total of the opposition is also equal to the number of rolls that must succeed in order to overcome the ritual. However, longer rituals are danger, and each successive roll after the first garners a -1 to the Lore skill in question.

Example: Jermaine wants to cast the Heal ritual on his buddy Lewis. His skill in Lore is Good (+3) and the opposition of the Heal ritual is Superb (+5). Luckily, he still has his Consecrated Space from earlier, and creates another advantage on that in just a second. Furthermore, he has a Connection with the Subject since his buddy Lewis is right there with him, and he is also Using a Known Ritual. Since he has both some time and money to spend, Jermaine will be Taking Extra Time and using his Relevant Material Component. With success, that completely whittles down the Lore opposition to just the opposition of the ritual, which is Superb (+5). He'll take six hits of stress to reduce that to Fair (+2), which is a lot more manageable for his Lore skill. Jermaine takes his time and rolls, and he gets a final total of Good (+3), which is a success. He rolls again and gets a final total of Mediocre (+0), which is a failure and also means that he must pay the difference in stress hits. Since Jermaine used up all of his stress earlier, he'll have to take a mild magical consequence. It's not ideal, but he's still in better shape than Lewis. So he rolls again and gets a total of Fair (+2), which is a tie, meaning that he will succeed the ritual with a cost. Lewis is feeling much better, but his last mild consequence is still recovering as the cost.
Please critique this, ask me to clarify something, or tell if it's rather good. If it's rather good, then I'll run with it. I think one of its biggest problems already is that it's still rather complicated, but I'd like to think that it's still functional. If this is working, I think I'd obviously add some stunts in the way of Ritual Adept that would stand in for the space, connection, and time bonuses (and maybe an extra one for material components).

Thanks!
[RPM] Critique My Conversion of Ritual Path Magic to Fate Core

Question and Feedback on Hireling Spyke

Last night I was fortunate enough to be out with my girlfriend and spot the Original (out of print) Spyke Munchkin Vinyl Figure. He comes with a special card that reads:

Hireling Spyke
Place Spyke on the table. At the start of your turn you may rotate Spyke to face any opponent. This opponent may not play any cards that affect you while Spyke has his Eyes on Them.

Obviously the one Hireling in play at a time rule would apply but I can't fight the instinct that there should be something special for this figure/card (and the figure's owner) considering the owner spent the money to obtain it just like anyone who receives a boon from the iOS/Android App.

However there are specific sidebars in the Munchkin rules that stipulate that use of those Level Counter Apps is not cheating... its using the rules.

Given that the investment for a Level Counter app is about $5 and the investment for any of the Vinyls currently in print is $20 is feels like Spyke (and any other figure) should be the sole property of the person who invested in him... a true hireling in a sense.

I've combed every rules pdf (Spyke did not come with his own rules) and the errata and found nothing to suggest Spyke should be treated any differently than any other hireling but like I said it feels counter intuitive for me to have spent the money on him to in turn see him used by an opponent fortunate enough to have drawn my card from the door pile.

I have seen one suggestion that you treat Spyke like a promo and his owner can replace one door in his hand with the Spyke Door Card on the initial deal of the cards.

The logical point is that many Munchkin accessories come with cards, but that doesn't mean the purchaser is entitled to hoard those cards only because they bought them. Plus, having a card as powerful as Hireling Spyke at the beginning of the game as a guarantee, especially in games with few players, would be pretty unbalanced.

That said... Munchkin has never been about balance. Its has, in my experience been about getting away with what you can get away with (like masking more than 5 cards in your hand to avoid charity). I'd like to see something that provides at least a minimal benefit to the owner of the figure like:

Until Hireling Spyke is put into play by the use of his card, the original owner of the figure may use Hireling Spyke once to run away and sacrifice him to avoid bad stuff automatically. This action cannot be chosen after a run away dice roll has been cast.

Just looking for thoughts or guidance here and some sort of official ruling. I can't be the only one who sees a figure going totally unused (most of the time) in the event that several expansions are in play due to their being a single card for Spyke in the deck along with the limited frustration of investing $20 to have your buddy use your figure against you. No one thinks you should have to put the temporary tattoos in a pile and draw for them.
Question and Feedback on Hireling Spyke

Car Wars Online resources

My brother found this online and shared it with me. I felt the need to share it farther.

Here is a link to a online resource that will let you build any wheeled vehicles and trailers. You can print out their version of a Vehicles record sheet and Vehicle construction sheet. You can search existing designs by class and/or other tags

http://ift.tt/1hyXv1g

It looks like it will handle Cycles, Trikes, Reverse Trikes, Cars, Race Car, Car Trailer, 10-Wheeler, Semi Tractor, Semi Trailer, or Bus.

It does not look it will handle Boats, Hovers, Helicopters, Tracked Vehicles or planes.

What other Online resources have you found and are willing to share?
Car Wars Online resources

Elf racial talent: Forest Guardian question

Hello my friends. I just need a confirmation here.

The DF3 states: "elves may buy up to four levels of a racial Talent (forest guardian) during character creation".

Does that means that players can't use earned points to improve Forest Guard Racial Talent later on?
Elf racial talent: Forest Guardian question

Harsh Realism for Attacks Affecting Defenses

I had a thought on a possible harsh realism rule that might help address the problem of players of melee fighters in GURPS feeling like it is sub-optimal to do anything other than take attack maneuvers or move so they can take attack maneuvers. Before I get into the actual proposal, I want to make clear that I realize that it is not always sub-optimal to take other maneuvers--like evaluate, feint, beat, grappling (especially with Technical Grappling), etc.--but typically the odds seem to work out that it is better to just attack unless skill is moderately low to low or a difficult location needs to be targeted. Also, I have read The Last Gasp from Alternate GURPS II and I think it does a great job of tackling this problem from the standpoint of how fatiguing real fights are which results in pauses in the action so people can catch their breath.

That said, there is another reason that people do not just attack-attack-attack in a fight: any attack opens you up a little to a counter-attack or an attack from someone else, especially when you consider the one-second almost simultaneous action of GURPS turns. As a result of this, I propose a new Harsh Realism rule to model this (please note that I realize that I am not a master of any martial art and that my proposed rule is based on my observations, logic, and limited personal experience with martial arts instruction and sparring):

Harsh Realism for Attacks Affecting Defenses

Realistically, even properly executed attacks compromise the attackers defenses to some degree. With some exceptions, this will work out as follows:

1) Making a Melee or Ranged attack will result in a penalty of -2 to parries with the attacking weapon or hand and -1 to all other active defenses against all attacks until the start of the attackers next turn.

For melee attacks this represents the weapon/hand being brought out of the guard position and the other defenses being inhibited slightly by the required change in body mechanics to make a standard attack (examples: stepping or rotating into an attack making dodging more difficult, slightly lowering/moving of a shield to allow an attack, the inability of an off hand to defend the attacking hand's side well, etc.). For a ranged attack this represents the moment of stillness, predictable motion, and concentration required to make a normal ranged attack as well as the body mechanics required which make it harder to use other defenses at the same time.

2) Committed Attacks options still do not allow the attacking weapon to parry, but now give a -3 to all other active defenses until the start of the attackers next turn.

3) Defensive attacks: the +1 to one active defense in exchange for the normal damage penalty is cumulative with the new defense penalties. This means that a defensive attack allows a block, dodge, or parry with a different weapon at no penalty or parrying with the attacking weapon at -1. Using a defensive attack to allow a parry with a Parry U weapon after attacking with it results in a -2 to parry with that weapon and -1 to all other active defenses (as per a normal attack with a normal weapon).

4) Defensive ranged attack: a defensive ranged attack is now allowed. This results in same defensive options as the defensive melee attack, but the penalty is -2 to the attack roll instead of damage. This represents moving erratically while firing for an increased dodge, concentrating on shooting less to not leave an opening of some other kind, holding a weapon at an odd angle to take better advantage of a shield, etc. This option is cumulative with the -2 to bow and shield skills for firing a bow while having a ready shield.

5) Feints penalize the parry of the attacking weapon by -1 until the start of the next turn but do not penalize the other active defenses. This is to simulate that the feint is not a full attack and to make it more attractive compared to a regular attack action.

6) Beats give the normal penalties for attacks that a normal attack action does in this new rule. This is because a beat is a full-strength attack unless it is paired with a defensive attack option (I realize this makes beats even worse than they currently are when compared to parries, but I can't come up with a justification for them to not be penalized like a normal attack. I am tempted though, just for balance, to give a beat the same penalties as a feint above and call it good).

7) Missed Grapple attempts penalize the hand(s) that attempted the grapple by -1 while all other defenses remain unpenalized. Exception: grapple attempts with legs or the body (for constriction attacks) penalize dodge by -1 as well as any attempts to parry with the legs or body, respectively.

8) Ready maneuvers penalize the parry of the involved limb by -1, all other defenses are unpenalized. At GM discretion parrying with a limb involved in a ready maneuver may cancel the effect of the ready (example: parrying with an arm being used to ready a crossbow or draw a bow may result in progress being lost).

9) Moving more than 1/2 your encumbrance adjusted move penalizes parry and block by -1. Sprinting or moving with enhanced move penalizes parry and block by -2, dodge by -1. These penalties are because of the difficulties of maintaining a guard position while moving quickly and the additional difficulty of dodging while sprinting.

10) All penalties from an opponent using deceptive attack, riposte, counterattack, and other attack maneuvers that penalize the defender's defenses are cumulative with the above penalties. Example Robert attacks Bruce with his broadsword. Until his next turn, Robert's parry with his broadsword is at -2, all other active defenses are at -1. Bruce then deceptive attacks Robert for a negative -2 penalty to Robert's defenses. If Bruce hits, Robert would parry with his broadsword at -4 and all of his other defenses will be at -3.

I have not play tested this, it may in fact be overly harsh. My hope though is that these rules will result in more defensive attacks and/or evaluate maneuvers, followed by better deceptive attacks, feints, etc., as well as grapples. The object will be to make sure the attack connects in order to either end the fight or at least cause shock penalties, thus mitigating the defensive penalties that the attacker takes. My impression is that combat with deadly weapons tends to be cautious unless it is done by a style that intentionally trains its practitioners to be aggressive, so I hope this models this as well as slowing-down combat.

One other option that I have thought of is to only apply the additional penalties to attack maneuvers if the attacker takes two attack maneuvers in a row. So there will be no penalty on defenses after the first attack maneuver of a flurry, but if the attacker takes an attack maneuver on his immediate next turn, he starts taking penalties. This makes initial attacks not so dangerous, but continuing to press the attack can be risky.

Thoughts?
Harsh Realism for Attacks Affecting Defenses

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[RPM] Ritual Builds — Double-Checking

In addition to my how do I handle magical items struggle with adopting RPM into Dungeon Fantasy—or, let's be honest, the real struggle is adopting RPM into anything that involves actual players, because players do crazy and unpredictable stuff—I have a number of possible / proposed rituals that I'd like to get folks' opinions on in terms of mechanical integrity. These are all cooked up by my players, and while I'm still floundering around trying to get my RPM feet under me, I need some help double-checking (or triple-checking) them to confirm that they aren't pulling one over on me.

Heavy Shot
Spell Effects: Strengthen Matter
Modifiers: External Damage
Greater Effects: 0

Makes a missile fired from a gun heavier, denser and more deadly, punching through armor and flesh. At the moment of impact, the projectile becomes considerable more weighty, increasing damage accordingly. Replaces bullet damage with 3d+3. [Ed. This character uses a pair of S&W Number 3 revolvers in .44 Russian. The normal damage is 2d pi+, so this slightly-less-than-100% improvement is how they're claiming a Lesser effect.] This is intended to be a one-shot conditional spell.

Casting: Strengthen Matter (+3), External Damage 3d+3 pi+ (+3). 6 Energy.

[Ed. I'm very iffy on this one. Strengthen effects don't explicitly allow for increasing the damage of an attack, so I don't understand why this wouldn't be a Lesser Transform effect. Or even something related to Create Matter. I don't want to really get into the ballistics of it all, though—I just want to make sure that the effect they're after is being achieved in a mechanically sound way. On top of that, "Ammunition Charms" per RPM are linked damage that has to separately penetrate the target DR, not jacked-up natural damage of the ammunition itself—if I understand that right, it means this ritual should be priced based on External Damage 1d+3 pi+ as linked to the original 2d, but that doesn't make conceptual sense. So I'm lost about what to do with this.]
Better Armor
Spell Effects: Lesser Strengthen Matter
Modifiers: Altered Traits, Duration
Greater Effects: 0

Add DR 3 [Ed. a 100% improvement over the character's usual DR 3 armor] to existing Armor. A good "before dungeon" spell.

Casting: Strengthen Matter (3), Altered Traits DR 3 (15), Duration 6 hours (5). 23 Energy.

[Ed. I can't find anything wrong with this one, so feeling okay about it.]
Conjure Armor of the Old Knight
Spell Effects: Greater Create Matter, Lesser Control Matter
Modifiers: Altered Traits, Duration, Subject Weight
Greater Effects: 1 (x3)

Conjures a suit of detailed and majestic armor that falls over the caster's normal, flexible and concealable armor, allowing it to layer. Additionally, Control Matter allows the armor to move in a natural way (lesser effect), thus supporting its own weight and not limiting mobility. Does not cover shooting arm or either hand.

Casting: Create Matter (6), Control Matter (5), Duration One Hour (3), Weight 30 lbs. (1), Altered Trait DR 6 (30), Greater Effect 1 (x3). 99 Energy

[Ed. I'm not convinced that the "support its weight and not inhibit mobility / cause layering penalties" is a Lesser effect for a suit of armor... but maybe it is. (I mean, the armor's going to move that way anyway when the character moves, so maybe that's a natural way for it to move?) I also don't understand the Weight modifier's presence. Is that necessary for the Control effect to apply the conjured armor? If so, are we assuming that this suit of armor weighs less than 30 pounds?]
Conjure Cover
Effects: Lesser Create Matter
Modifiers: Weight
Greater Effects: 0

Creates a wall in front of the caster to provide some cover.

Casting: Create Matter (6), Weight 1,000 lbs. (4), Duration 10 Minutes (1). 11 Energy.

[Ed. I don't understand anything going on here. How is conjuring a half-ton wall out of thin air a Lesser Effect? If it's "Use the material in front of you to form into a wall," then I could understand maybe a Lesser Transform effect or some sort of Control effect, but this is clearly conjuring something from nothing. Even assuming "Lesser Create," does it need to have a Lesser Transform added in order to shape it into a wall? Also, what material is he conjuring? How many yards does it cover? How thick is it? How tall is it? What's its DR and HP for penetration purposes? What? How? Huh?]
Reload!
Effects: Greater Create Matter
Modifiers: Weight, Duration
Greater: 1

Refill all guns with magical bullets that last up to 10 minutes.

Casting: Create Matter (6), Weight Under 10 lbs. (0), Duration 10 Minutes (1). 21 Energy.

[Ed. Okay. I get this one. I'm okay with this. You're talking 2d pi+ bullets, so even if the need to account for External Damage (2d pi+) comes into play, that's at the 0-cost threshold for external damage.]
I have one more ritual from this guy that I'm fuzzy on, but I need to get clarification from him on one of the particularities of it before I can even intelligibly ask a question about it.
[RPM] Ritual Builds — Double-Checking

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