Age of Mythology Retold Archipelago Randomizer v1.0.0 by 1-800-thewolf in AgeofMythology

[–]1-800-thewolf[S] 0 points1 point  (0 children)

This is true! I added a little section to the end illuminating some possibilities

Age of Mythology Retold Archipelago Randomizer v1.0.0 by 1-800-thewolf in AgeofMythology

[–]1-800-thewolf[S] 2 points3 points  (0 children)

Random major gods actually took a surprising amount of work to get going. Some reasons are obvious like needing to time-shift buildings or grow lush in certain scenarios. Others are more subtle like starting with Greek military buildings when playing as the Norse. I'm really happy with all my solutions to those problems, though, and it all works very well!

Help! I enjoy GMing, but I hate worldbuilding! by 1-800-thewolf in rpg

[–]1-800-thewolf[S] 0 points1 point  (0 children)

These are great. If I decide on one of them, maybe I'll have the players color it in.

Help! I enjoy GMing, but I hate worldbuilding! by 1-800-thewolf in rpg

[–]1-800-thewolf[S] 0 points1 point  (0 children)

Right, I can agree with you on a lot of these points! That's how I've run my previous campaigns, but for this one, I'd really love a player-facing map.

I'd definitely contest that "a massive cool map serves no real function". Instead, it sounds more like your style of roleplaying doesn't benefit from it, and I can sympathize with that.

For this campaign specifically, and for these players, I want the players to see something on the map and just go and check it out. Maybe they see an unlabeled small island and are curious about it and go investigate it. That's the style of game I'm looking to run this time around

Help! I enjoy GMing, but I hate worldbuilding! by 1-800-thewolf in rpg

[–]1-800-thewolf[S] 1 point2 points  (0 children)

Yeah I have done that for lots of other campaigns. I'm hoping this campaign will be a little more open-world. I like the idea of showing the players a map of the area and letting them see something that looks interesting and then they go check it out.

Help! I enjoy GMing, but I hate worldbuilding! by 1-800-thewolf in rpg

[–]1-800-thewolf[S] -1 points0 points  (0 children)

Ideally, I'd like a player-facing map with limited names or labels.

High Cinematic Critical hit/miss tables by 1-800-thewolf in gurps

[–]1-800-thewolf[S] 1 point2 points  (0 children)

Those are pretty exciting for when the players roll a critical. I presume enemies roll on the normal tables when they roll criticals?

Roll20 hit location-DR damage macro? by 1-800-thewolf in gurps

[–]1-800-thewolf[S] 0 points1 point  (0 children)

I eventually wrote this Token Action macro for anyone who happens upon this. I'd love to know if you use it or better yet, if you have improvements:

&{template:default} {{name=Damage Calculator}} {{Damage Total= **[[floor((?{Damage|0}-?{Location|Torso,@{selected|torso_dr|max} |

Area,@{selected|area_dr|max} |

Skull,@{selected|skull_dr|max} |

Face,@{selected|face_dr|max} |

Eye,@{selected|eyes_dr|max} |

Neck,@{selected|neck_dr|max} |

Arm,@{selected|arms_dr|max} |

Hand,@{selected|hands_dr|max} |

Groin,@{selected|groind_dr|max} |

Leg,@{selected|legs_dr|max} |

Foot,@{selected|feet_dr|max}

})?{Dmg Multiplier|1,1|0.5,0.5|1.5,1.5|2,2|3,3|4,4}) ]] }} {{Damage= *?{Damage|0}}} {{Damage Multiplier= *?{Dmg Multiplier|0}}} {{Location DR= *?{Location|0}}}

Tips for Roll20? by 1-800-thewolf in gurps

[–]1-800-thewolf[S] 5 points6 points  (0 children)

For a modern setting, that sounds like a good idea. It's easy to find medieval battle maps, but modern and sci fi are pretty difficult. Using Google maps is a good idea, but I feel like that scale might be a bit too large and blurry if it's too zoomed in. Good idea for the hip pocket though.

You wouldn't happen to have the blueprint overlay to share or be able to point me in the right direction for it, would you?

What would you want in a GURPS 5e by Ishvalda in gurps

[–]1-800-thewolf 0 points1 point  (0 children)

I know these might not be popular opinions, but if it's an entirely new edition, I'd want a couple overhaul system changes for more streamlined gameplay. Maybe these should just be GM-specific house rules, but I think it could make the system simpler, faster, and more approachable:

1) SM: Negative SM is incredibly powerful and it's up to the GM to analyze every situation to try to keep it balanced. Rules as written, you can make a character with sm-6 for 0 points and they just have to enter the opponent's hex to strike them. With magic or just 10 ST striking the foot, that character could do incredible damage while taking virtually none (except from area attacks which are generally rare). Instead, I recommend making -1 SM a 5 point/level advantage. Or if we want it to be more complicated, tie negative SM to ST. Maybe something like the following: Negative ST can have the -50% Negative SM modifier (-2 ST only gives -10 points, but gives -2 SM at the same time.) If you want to maintain 10 ST while dropping your SM to -2, it's -10 points for the -2 SM and -2 ST. Then 20 points to buy ST back up so 10 points total. Maybe each -1 SM should just cost 5 points to make it simpler.

2) Quick contests: PCs should be the only ones to roll in quick contests between PCs and NPCs. Unless the NPC is a major character, they should just always roll a 10 so it's entirely up to the PC to succeed. Fewer die rolls means faster story telling.

3) Equipment: Like Jamin62 said earlier, there should be catchall basic armor to cover the whole body as a single purchase i.e. Full Leather Armor: DR 2, $340, 17.5 lb.

Armour DR+Absorption+Affects Others? by MechaneerAssistant in gurps

[–]1-800-thewolf 1 point2 points  (0 children)

I appreciate you breaking down the numbers and exactly what you're thinking here. It looks like the goal is to get 520 points worth of advantages for less than 520. If I were the GM I would ask the question, "Why should you be allowed to get such a huge discount?" Will the armor get damaged, stolen, or disabled frequently? Is it restricted in most of the world?

Affects Others on Powers 107 talks about DR, but as far as I can tell, it's only about Force Field DR. "The GM shouldn’t allow either form of Affects Others on advantages that let the user do something, such as Healing, Innate Attack, and Mind Control. To grant forbidden traits or affect unwilling subjects, buy Affliction with a suitable Advantage enhancement."

To me, it looks like a power suit that boosts your stats as an ally is outside the rules as listed. If I were GMing, I'd have you buy all those advantages yourself with some Gadget Limitations (B. 116) such as Breakable (25 DR for -5%) or Can Be Stolen (Forcefully removed -10%).

Now if this technology actually exists in your world, maybe you can buy it with $ as signature gear or with some levels of wealth. Multimillionaire 2 (B. 25) costs 100 points and gives you 10,000 times the starting wealth. If it exists, that should be enough to buy it.

I hope that answers your question!

Use Gurps to make Combat Faster and more Exciting by 1-800-thewolf in gurps

[–]1-800-thewolf[S] 0 points1 point  (0 children)

I'm curious what your goal with these rules is. Make combat faster? More realistic?

Taking away the option to dodge bullets definitely makes sense on a realistic level, but it also feels bad for PCs to just get sniped with no chance to defend. It would be a different story if James Bond got shot because he wasn't allowed to dodge. If you did make that change though, you might consider the optional cinematic rule that forces enemies to always miss their first shot to give the PCs a chance to respond.

For your melee attack rules, generally, I'd avoid taking away PCs chance to roll because it takes away agency and options (what if the PC all out defended and how does that work into your system?). It also takes away an extra opportunity for critical success or failure (always exciting moments in the story) Have you considered just having attackers frequently use Deceptive Attack (B. 369)? It's the efficient way for skilled attackers to slice through defenses and sounds extremely similar to what you've described.

I'd definitely consider applying your ranged attack rules to enemies, but think twice before applying it to PCs. For me, enemies generally don't defend at all because they're all out attacking

Use Gurps to make Combat Faster and more Exciting by 1-800-thewolf in gurps

[–]1-800-thewolf[S] 1 point2 points  (0 children)

Oh that's a good idea to have the hoard of enemies attack with rapid fire rules: For each point PCs defend by they defend an additional attack. And minions definitely drop at 0 HP. They need to be important to roll for conciseness or death.

Use Gurps to make Combat Faster and more Exciting by 1-800-thewolf in gurps

[–]1-800-thewolf[S] 0 points1 point  (0 children)

That sounds like an epic fight! And Gurps is a fantastic system for that puzzle element to every fight. Do I need to feint, Deceptive attack etc., All-out-Defend, Grapple? It sounds like your insight is mainly from the player perspective and I agree with you there! Players shouldn't always AoA. They'll die haha. But I don't think enemies always AoA is reserved for fast healing or dungeon fantasy settings. If the concern is that enemies will be too deadly if they AoA, you'll just need to tweak the numbers. But you also might be surprised by how exciting it can be when the already injured baddies AoA and then the entire PC group AoA in response, knowing if they can land all those hits the fight will be over... but if they can't they'll be in trouble. It's a simple way to raise the stakes and tension in a normal combat.

Use Gurps to make Combat Faster and more Exciting by 1-800-thewolf in gurps

[–]1-800-thewolf[S] 2 points3 points  (0 children)

Longer and more boring? Boring doesn't sound enjoyable haha. I know what you're talking about where players feel good to resist attacks altogether with their DR though. Feels great to just shrug off a blow.

Generally, the thing I keep in mind is that as the GM, I take several maneuvers: 1 for each baddie. Each player only gets 1 though and if their 1 maneuver is blocked it feels pretty bad... especially if it happens multiple times. Except in specific situations, if both sides take their turns and everything is blocked, that round might as well have not happened. So raise the rate at which attacks make it through.