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Re: (TFT) Experience for skills



What GURPS books do you have?  We could take this
off line if you are serious about selling them.

Warm regards, Rick.

On Wed, 2012-30-05 at 11:25 -0400, Joel BoardgameRpger wrote:
> The rules for combat are outlined in the gurps compendium. I use to play
> gurps untill the compendium came out and killed my teatering perception of
> GURPS.
> 
> Aside from the combat rules, I also had a problem with the scaling dex
> skills which got out of kilter ones some one started buying up his dex. In
> Gurps 3 its not hard to have a 16 to hit skill right out of the box. In
> Gurps 4 they fixed the problem, but then I have no interest in paying to
> rebuild my gurps game library. I have so many damn gurps books now,
> (including gurps bunnies and burrows signed by author) that have a whole
> file drawer just for gurps books.  For a modest fee, any one of you is
> welcome to my stock of gurps stuff :)
> I try to ignore some rules, and keep what makes sense, but sometimes that
> unbalences combat.
> 
> I do have a bit of OCD about game rules.
> 
> 
> I have a Reptile man in my group that does 2x Str when fighting with his
> claws.   Thats a big advantage as he has 1d+1 STR.
> 
> Dagger warfare:  I guess i am a bit biased with bigger is better.  I forget
> that peeps that weld daggers can  do decent damage if they put their mind
> to it.
> 
> Its my general opinion how ever that they guy with the dagger is great for
> nickle and diming his opponent to death, which really isnt that bad for
> TFT, as every single hp counts.
> 
> 
> On Tue, May 22, 2012 at 4:57 PM, PvK <pvk@oz.net> wrote:
> 
> > 43 steps? You mean, that there are so many rules scattered everywhere?
> >
> > I make it easy to play by memorizing the rules and translating it for
> > players who don't know them. Since I am a pretty analytical/mathematical
> > wargamer/programmer type person and I've played them for many years, on top
> > of zzhaving played TFT and complex wargames for many years, it's not hard
> > for me and I can do most of it in my head quickly without talking about
> > anything. Most of the possible details don't apply to most situations, so
> > it's not like I need to run down a long list of considerations every turn.
> > I just think about what is happening, and know what rules apply, and there
> > aren't that many of them for any particular situation. It ends up being not
> > much more work than running TFT for me, and I like it much more since it is
> > more detailed and there are so many more options, and the combat details
> > tend to be more vivid and wild.
> >
> > Reading this email list and playing in Rick's TFT game though have shown
> > me that it's not for everyone and that even long-time veteran players may
> > prefer TFT. Certainly GURPS does have many details that can end up being
> > irrelevant wastes of most of the time, if you let them. But an experienced
> > GM doesn't need to waste time with them.
> >
> > The exception would be creating detailed characters with all of their
> > skills and so on. That does take longer than in TFT, because there are many
> > more choices and most of them have levels as well as have/don't-have. Hmm,
> > exactly how good _is_ this character with a knife? Has he practiced
> > throwing a knife? With an axe? Axe throwing? With running? With swimming?
> > Horsemanship? First aid? etc. Though having done a lot of that means I can
> > improvise probable/balanced values for characters I'm inventing on the spot
> > as a GM, too.
> >
> > PvK
> >
> > --- joel.siragher@gmail.com wrote:
> >
> > ...
> >
> > Im an open minded person.  Can you think of a way to get rid of the 43
> > steps of combat in gurps?
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