Monday, 3 February 2025

Dungeon Delving Procedure

Dungeon Delving Procedure

I've already adapted the wilderness exploration procedure from ACKS II to GURPS (although I still have to adjust it a bit). Now, one of the other important procedures is the dungeon delving one. It shouldn't be difficult now that I've got Dungeon Exploration Turns down. Yet again, this is more of a checklist than a procedure you should strictly adhere to at all times.

Wilderness Random Encounter Distance

Wilderness Random Encounter Distance

When a random encounter happens, be it in a dungeon or wilderness, how far apart are the party and the monsters? GURPS Dungeon Fantasy 16: Wilderness Adventures is the only book that has something on this topic – the ambush rules. However, they are limited to, well, ambushes and the maximum encounter distance is only 15 yards. This is not generic at all. Let’s expand the surprise rules from DFRPG Exploits with the concept of encounter distance from ACKS II and Terrain Rating from GURPS Mass Combat. I think these rules work, but I may adjust them in the future if I find something off.

Saturday, 1 February 2025

Review: How to Be a GURPS GM: Improvising

Review: How to Be a GURPS GM: Improvising


Since I haven’t been following the GURPS news and upcoming releases in quite a while, the new book caught me by surprise. Yesterday, How to be a GURPS GM: Improvising got released, written by Sean Punch a.k.a. Dr. Kromm. The How to be a GURPS GM series of books is a mixed bag with some good ones and some not so good ones, so I decided to check this one out. After all, improvisation is indeed a skill and I wondered how one could even explain in text how to improvise better. These days, when many players seem to try their hardest to avoid reading the rulebooks and GMs learn how to GM from questionable actual plays and numerous even more questionable YouTube videos, there is a shortage of good written material to learn the art of being a GM from. And then people complain about the GM shortage!

Wednesday, 29 January 2025

Dungeon Exploration Turns

Dungeon Exploration Turns

In my effort to bring various rules and procedures from ACKS and AD&D over to GURPS, I reached the dungeon exploration procedure. However, it hinges on two other sets of rules that are barely present in GURPS - encounter distance and dungeon exploration rate. How fast do you move in a dungeon? And why is this important?

In GURPS, a typical human has Move 5, which means that he can move 5 yards per second. This is not his maximum speed, however, as sprinting would allow him to move 6 yards per second. Now, do you walk at the highest speed possible without breaking into a run? There are people who actually do, but most people walk much more slowly (sometimes too slowly, especially in hallways, stairwells, or other narrow passages). Your Basic Move is your running speed as per p. B17 and p. B354. Per p. B354, paced running is half your sprinting speed. For a regular human described above, this is 3 yards per second. Even paced running drains your FP, so your normal movment rate is probably below that.

The hiking rules (p. B351) are generally considered way too optimistic, and it is preferred to use the rules from GURPS Dungeon Fantasy 16: Wilderness Adventures. These say that under ideal circumstances, your hiking speed is your Move / 4. For a regular human, this is about 1.25 yards per second. If we google real world walking speed values, we'll see that the norm is about 1.42 meters per second or 1.55 yards per second, which is pretty close.

So, where am I even going with this? When the player characters are exploring a dungeon, they are usually running around at maximum Move without running out of FP. As a result, when they leave the dungeon, you may realize that only a few in-game minutes have passed. This is quite similar to a conventional D&D adventure that takes 3-4 in-game days and sees the characters advance from level 1 to level 7 in that timeframe. You'd think that GURPS Dungeon Fantasy or Dungeon Fantasy RPG would have more information about movement rates in the dungeon, but they don't (or I'm blind). This is doubly funny considering that they do talk about one of the character being a mapper. Imagine drawing a map while running.

However, there is the Tactical Looting article from Pyramid #4-1. It says that if you're actively searching for traps and concealed or secret doors, you move at Move 1. If you're passively searching for all of the above (your rolls are at -2), you move at Move 2. Paced running is impossible in a dungeon, but normal running is. To maintain group cohesion, running is done at the sprinting rate of the slowest member, and every 15 seconds you must roll against HT or Running to avoid losing 1 FP. You still can spot traps while running, but at -5.

In AD&D, dungeon exploration uses 10-minute turns and 1-minute rounds, with movement rate being 5 times greater than usual when following a known route or map, or 10 times greater when the party is fleeing from a danger. I'll be honest - the first time I was introduced to the concept of a "dungeon exploration turn" was the playtest of D&D 5e, back then known as D&D Next. I read that and thought that it's a great idea, but in the final version, it got dumbed down and reduced to a single sentence saying that in a dungeon environment movement happens on a scale of minutes. It was exactly the same in D&D 3.0/3.5 - the 1-minute movement was mentioned but nothing else.

So, why am I still going on about this inconsequential thing? Because, in my opinion, it isn't inconsequential. Using set time intervals, such as 10-minute turns and 1-minute rounds, makes timekeeping much easier, and keeping strict time records is important. For example, a torch burns for one hour, but do you really count the number of seconds your combat took and subtract it from every torch? Most buff spells and potions last either 3 minutes or 30 minutes. More often than not, it means that timekeeping is a chore and most GMs just handwave durations of spells and light sources, making them meaningless and/or arbitrary, and that takes away from one of the most important aspects of dungeon delving - resource management. How can you manage your resources if their expenditure is arbitrary?

Would introducing dungeon turns and rounds solve this? For example, ACKS II also uses 10-minute turns and 1-minute rounds for dungeon exploration. Most dungeon activities can be done either hastily in a single round or methodically in a single turn. This made me realize that GURPS supports this too. Everybody knows the Time Spent modifiers from p. B346. The only problem is that taking 8x the usual time gives a +3 bonus and the next step is taking 15x the usual time for a +4 bonus. This doesn't mesh well with transforming a one-minute action into a ten-minute action, but you can just round it up and say that taking 10x the usual time gives you a +3 bonus. Thus, instead of different activities taking different amounts of time, you can devise how big of a bonus or penalty a roll should have if performed in one minute or ten minutes. This would make the system less discrete, but in this situation it's for the best, in my opinion.

You can also see that this turn structure also would dovetail nicely with existing durations. Torches burn for 1 hour, and that's 6 turns. Most spells last for 3 minutes or 30 minutes - and that's 3 rounds or 3 turns. Lockpicking takes 1 minute without a penalty or at +3 if you take 10 minutes. Each turn of rest lets you recover 1 FP. Random encounter checks are done once every X turns. When the combat ends, you just round it up to a minute. Doesn't it all just make sense now? In other words, you have to start thinking not "how long does this activity take?" but "how much of this activity can be performed in 1 or 10 minutes?" Honestly, it feels like I'm reinventing the wheel and that this should've been the standard that for some reason isn't followed nowadays. Maybe I'm missing something - a couple of important but not obvious moments, or a couple of braincells. I'll have to try it out.

Monday, 27 January 2025

Monster: Svathurim

Monster: Svathurim

A simple Pathfinder monster that was requested. Basically, a frost giant centaur with some additionalbits.

Sunday, 26 January 2025

Random Generation: Weather

Random Generation: Weather

As I mentioned in some of my previous posts, I was positively impressed by the weather generation rules from ACKS II. Thus, here is my adaptation of these rules to GURPS. It may look intimidating and complex, but it's actually pretty damn simple. However, I probably will make an automation program to make it even easier in the future.

Saturday, 25 January 2025

Wizardry: Dragons of Faerun Spells

Wizardry: Dragons of Faerun Spells

Dragons of Faerun is a setting-specific book that has some nice stuff despite that. The section with new spells isn't long, but it's full of spells that are either highly setting-specific (such as all the Dracorage stuff) or plain weird. Let's see if I can borrow something for my games.

Blunt Natural Weapons either removes or downgrades all piercing/cutting/impaling natural weapons.
Compel Breath is the reverse of Suppress Breath Weapon.
Dragonblood Spell-Pact is more of a unique new mechanic than a spell. At first, I wanted to simply assign an arbitrary point cost to it, but then decided to make at least a vague approximation. Still, this is a complete asspull.
Dragoncall is a cool spell that only dragons can cast. It compels the nearest sapient creature to come to the dragon.
Gaze Screen is a spell that protects against gaze attacks.
Revelation creates an area where magically hidden objects and creatures are revealed for a short time.

Friday, 24 January 2025

Wizardry: Races of Destiny Spells

Wizardry: Races of Destiny Spells

Races of Destiny is one of four "Races of [X]" D&D 3.5 books that provide detailed information about some of the core races and introduce new ones. I actually like these books a lot. Races of Destiny is a book about humans, half-elves, and half-orcs. The newly introduced race is the illumians, who also are very interesting, in my opinion. However, it seems that my opinion wasn't shared by the majority of players (or by WotC), because the illumians seem to have no presence post-3.5. I decided to see what people say about the book online and found only people saying that it sucks. But anyway, spells!

Bestow Greater Curse applies a variable curse with a variable conditions for its removal. Remove Curse doesn't work here.
City Lights uses ambient artificial light sources to produce a blinding flash.
City Stride is an interesting variation of the Town Portal spell.
Commune with City allows you to find out certain information about the city you're in.
Delay Death gives the subject Unkillable 1.
Friendly Face is a cheap spell that makes you look friendlier.
Insignia of Alarm sends a mental ping to wearers of a specific insignia.
Locate City is a rather infamous spell that allowed some ridiculous metamagic cheese. In GURPS, however, it works normally.
Omen of Peril tells you about how dangerous your next hour is likely to be.
Phantom Guardians is an illusion of guardians with a long duration and no need for concentration.
Rooftop Strider is a spell that lets you move unimpeded on uneven surfaces and enhances your sense of balance.
Scholar's Touch lets you read a book almost instantaneously.
Skyline Runner is a variant of Spider Climb.

Saturday, 18 January 2025

Random Generation: Fighter

Random Generation: Fighter

In one of my previous posts, I boldly declared that I'm going to make random "class"-based character generation tables. But as always, I didn't think it through before saying. GURPS may make such tables more difficult. For example, do you roll your attributes randomly or do you choose your class first and then roll attributes on a table for that class? In any case, let's say that you are rolling up a fighter and got, for example, ST 11. However, when you are rolling for gear, you get a maul that requires ST 13? And what if you rolled your combat skills and didn't even get Two-Handed Axe/Mace, but got Smallsword instead? This makes me think of just how granular such tables should be, because even the seemingly simple fighter has many complications along the way, and I haven't even started about, for example, getting a maul-wielding elf fighter instead of something more elvish. So, how do I do it?

Monday, 13 January 2025

Fear in GURPS

Fear in GURPS

Adventurers often encounter things and situations that would terrify a regular person. The rules for fear in GURPS are quite interesting, but at the same time questionable. I would like to discuss this topic in more detail to make sure I understand everything correctly.

Saturday, 11 January 2025

Wizardry: Draconomicon Spells II

Wizardry: Draconomicon Spells II



And now let's do the second half of the Draconomicon spells. These ones are intended for dragons, but they can be used by other spellcasters if they meet the prerequisites. The book introduces metabreath feats and also metabreath spells that significantly alter the dragon's breath weapon. And I will simply skip them!

Aura of Terror isn't really a spell for most dragons, because they already have a fear aura, but a spell modeled after dragons. At least that's how I cope with being unable to elegantly build a spell that gives you an aura or expands the existing aura.
Hiss of Sleep is a mass version of Sleep that doesn't require a somatic component, but also only works against those who cannot see the caster.
Maddening Whispers is a similar spell, but with hallucinations instead of sleep.
Mesmerizing Glare fascinates creatures in an area.
Razorfangs gives an armor divisor to your claws or bite.

And that's it. That's all the spells I wanted from the book.

Friday, 10 January 2025

Wizardry: Draconomicon Spells I

Wizardry: Draconomicon Spells I

Draconomicon is one of my favorite D&D 3.5 books, so let's convert some of the spells from it to wizardry. After glancing through the list, I know that I'll have to skip many of them because they just either don't make sense in GURPS or would be inappropriate in my setting. Also, you have to keep in mind that spells in that book are split into two sections - one for player characters, and one for dragons. Let's do the character spells first.

Antimagic Ray is a short-duration spell that dispels ongoing effects, makes the target immune to magic, and suppresses magical abilities. This is a double-edged sword, I like this one.
Cheat is a cantrip based on a Probability Alteration perk from GURPS Psionic Powers.
Cloak of Bravery is, I believe, the first "aura" type effect.
Contingent Energy Resistance gives you DR against the first energy type you are attacked with.
Dragonsight is a buff spell that gives you Infravision and Night Vision 7.
Earthbind is a spell that disables the target's ability to fly. That's actually a very powerful effect.
Entice Gift is a cool spell that forces the subject to give you whatever it is holding.
Flight of the Dragon is cheaper and faster to cast than Overland Flight, but has more limitations.
Hide from Dragons is an expensive spell that is nonetheless powerful in highly specific situations.
Lower Spell Resistance lowers Magic Resistance. The original spell ignores SR, but doing that in GURPS would've made this spell way too expensive to be worth it.
Miser's Envy is another interesting mind control spell that compels the subject to obtain a certain object.
Scale Weakening is a specialized, but reasonably powerful and cheap spell that lowers DR.
Shield of Warding is a very useful spell that uses rules from Shields Up!
Suppress Breath Weapon mentally compels a creature to avoid using its breath weapon.

Thursday, 9 January 2025

Review: ACKS Imperial Imprint

Review: ACKS Imperial Imprint

All right, I don’t really know how to go about this review, but I will do my best. If you’re in the TTRPG hobby, you are probably aware of the new major release - ACKS II, which stands for Adventurer Conqueror King System Imperial Imprint. I am primarily a GURPS player, and I admit that most other systems do not interest me, and even most of the recent GURPS releases didn’t pique my interest. This is less of a problem of low quality even though there is a visible decline, but the fact that I find GURPS to be a complete system (aside from lacking GURPS Vehicles). So, why did ACKS II grab my attention and didn’t let it go still? Because it made me feel that there are still people that genuinely care about the hobby; that there are people who go against the modern flow of OSR PDF slop that tells you to Rule Zero everything; that there are people who have the perseverance and work ethics to streamline and perfect the classical concepts. It’s genuinely inspiring and, as people say nowadays, whitepilling.

Friday, 3 January 2025

GURPS BrOSR: The Roadmap

GURPS BrOSR: The Roadmap

Ever since I got introduced to the concept of BrOSR, I got hooked by the idea. It's been more than three months since I wrote my initial thoughts (link), and there hasn't been a day when I didn't have a nagging thought in the back of my head telling me to "go ahead, do it." I've already played around with some of the concepts in the past, such as emergent play and low/zero-prep, and found that they work wonderfully. Now, the biggest problem is that I'm running GURPS and not planning to drop it.