Sometimes I get an urge to make some GURPS content, be it something original, or something converted from another system/media. Maybe if I post it here, it will be useful not only to me. Keep in mind that I'm not a native English speaker and please forgive any mistakes.
Thursday, 21 August 2025
Expanded A New Take on Grappling
Tuesday, 19 August 2025
Illusions, Duration, and Mobility
Illusions, Duration, and Mobility
Sunday, 3 August 2025
A Fresh Look at Grappling: What's Missing in ANTOG?
A Fresh Look at Grappling: What's Missing in ANTOG?
Thursday, 29 May 2025
Training Rules
Training Rules
Most of the core concepts that are required for an AD&D-style game in GURPS are done, and one of the few things left to think about is training. AD&D is a class-and-level-based system, and advancement is done in levels, obviously. GURPS is a wildly different beast, with advancement rules being different as well. As a rule, the GM gives players some character points at the end of the session, and the players improve their characters using them. Sounds simple, right? On one hand – yes, it is simple. On the other hand, is it really that simple and do I want it this simple?
Monday, 26 May 2025
How Does Injury Tolerance (Diffuse) Even Work?
How Does Injury Tolerance (Diffuse) Even Work?
Friday, 16 May 2025
Replacing Resistance with Active Defense
Replacing Resistance with Active Defense
Saturday, 26 April 2025
Sea Voyage Procedure
Sea Voyage Procedure
Monday, 24 February 2025
D&D Taint/Corruption Revisited
D&D Taint/Corruption Revisited
Sunday, 23 February 2025
Morale Rules in GURPS
Morale Rules in GURPS
As I’ve been on an AD&D and ACKS binge
lately, I noticed some mechanics that rarely are present in the more modern
systems. Well, ACKS is modern, but you get my point. One of such mechanics is
morale. Not long ago, I wrote a post about Fright Checks where I actually
managed to miss something important from DFRPG, and fear is somewhat related to
morale. Generally speaking, one of the complaints about combat being too long
in any system is that many GMs seem to insist that all fights must be fights to
the death, and that NPCs or monsters never flee or surrender. PCs never fleeing
also is a thing. Thus, I would like to explore the morale rules in GURPS.
Friday, 7 February 2025
Market Class and Equipment Availability
Market Class and Equipment Availability
One concept from ACKS II that I really like is the Market Class – each settlement is classified as one of six market classes, depending on the population. Market class defines how many goods of different price categories can be bought or sold at this market, among some other things. This is something like the GP Limit for settlements from D&D 3.0, but expanded and perfected. In GURPS, there are some rules for equipment availability in GURPS Dungeon Fantasy Setting: Caverntown (you wouldn’t think to look for them there, would you?), but they are quite barebones and not generic. Surprisingly, GURPS City Stats has nothing about it. Thus, it is time to adapt the ACKS rules. To be honest, there’s barely any adaptation needed, and I really hope I’m not stretching the limits of fair use.
Monday, 3 February 2025
Dungeon Delving Procedure
Dungeon Delving Procedure
Wilderness Random Encounter Distance
Wilderness Random Encounter Distance
Wednesday, 29 January 2025
Dungeon Exploration Turns
Dungeon Exploration Turns
Wednesday, 25 September 2024
Snakes, Hexes, Reach, Height, Oh My!
Snakes, Hexes, Reach, Height, Oh My!
Sunday, 1 September 2024
Weapon Breakage Variant Rules
Weapon Breakage Variant Rules
Friday, 12 July 2024
Move and Ready and All-Out Ready
Move and Ready and All-Out Ready
This has been bothering me for a while, so I decided to make two new maneuvers for my games. Initially, I wanted to also have Committed Ready and Defensive Ready, but I thought that deez two should be enough for most of the cases. No need to overcomplicate things.
All-Out Ready: You take a Ready maneuver, making
no effort to defend against enemy attacks. If the action in question requires a
roll, such as a setup maneuver for a technique or readying an item while
grappling, then you get +4 to DX-based rolls or +2 to ST-based rolls.
Movement: You may remain
stationary, turn in place to face any hex, or run forward. If you turn or move
forward, you may perform the desired action at any point during or after the
move. If you move forward, you may move up to two hexes or expend movement
points equal to half your Move (round up), whichever is more, and may not change
facing at the end of your move.
Active Defense: None! You may make no active defenses between when you take this maneuver and your next turn.
Move and Ready: Move as described for the Move
maneuver, but also take one poorly coordinated action from ones listed under
the Ready maneuver. This requires a DX-2 roll; failure means you fail to perform
the Ready action, but still suffer the defensive penalties for this maneuver.
Failure by 5+ or a critical failure means that you drop the object you were
readying, spill the potion you were trying to drink, or fumble your action in a
similar way. If the Ready action was to turn an ability on or off, then make a
Will-2 roll instead.
Movement: You receive movement points equal to your current
Move score – but trying to do two things at once gives you ‑2 on all rolls to avoid falling down, and to avoid
obstacles or traps.
Active Defense: Any – but you cannot parry or block with the object
you’ve just readied, and you cannot retreat.
Friday, 5 July 2024
Wilderness Exploration Procedure
Wilderness Exploration Procedure
Thursday, 27 June 2024
Armor Buffs in Sorcery
Armor Buffs in Sorcery
Monday, 4 December 2023
I was wrong about darkness penalties in GURPS
I was wrong about darkness penalties in GURPS
Not long ago, I delved into the rules that dealt with invisibility, darkness, and illumination in GURPS.
Also, a few days ago we had a new book released – GURPS Tactical Shooting:
Extreme Conditions. Inside that book, I found a single line that made me
realize something – I’ve been wrong all along! The said line is the following: “Once
the target is spotted, the maximum penalty is ‑4 (per p. B394), as the shooter
knows the position of that foe within one yard.” Now let me explain why this is
very important!