Showing posts with label ruling. Show all posts
Showing posts with label ruling. Show all posts

Thursday, 21 August 2025

Expanded A New Take on Grappling

Expanded A New Take on Grappling

In one of the most recent posts, I described just how much ANTOG was missing and that none of the four grappling systems GURPS can do everything the other three can. The list was very long, but now we have an expansion for this grappling system that lets it do everything the other systems can and more. This took a lot of work, but I wasn't doing it alone - I got a lot of help from Nate H, and I wouldn't have been able to do it this quickly (or maybe at all) without his assistance. He wrote probably more than a half of it. The document may look very scary, but the system isn't as difficult as it may seem - we just had to cover plenty of edge cases. So, I suggest you open up Pyramid #3-34, this expansion document, and run a test fight or two. I'm definitely going to do that and post results here on the blog. I'm particularly interested in trying out the optional rule that deemphasizes ST that is described at the end of the document.

Of course, if something comes up, the document will be edited.


Tuesday, 19 August 2025

Illusions, Duration, and Mobility

Illusions, Duration, and Mobility

I might have been doing illusions wrong.I got asked "Eggplant, you dumbass, why does your Mirror Image say that your illusions cannot move? There is nothing in the statline that would imply that." At first, I wanted to tell that person to blow it out his ass, but then I realized that I might be the one who needs to do that. Then I looked at the Illusion advantage more closely and realized that this is one big mess that needs untangling. Let's see.

Sunday, 3 August 2025

A Fresh Look at Grappling: What's Missing in ANTOG?

A Fresh Look at Grappling: What's Missing in ANTOG?

Grappling in GURPS is beautiful. While some other systems may struggle with grappling, GURPS comes not with one, but with four different grappling systems, and each one of them is good. The systems are the following:
1. The default grappling system that was introduced in GURPS Basic Set and expanded in GURPS Martial Arts and a few other books. (I'll title it "Default" as a shorthand).
2. GURPS Technical Grappling that transforms the binary "grappled/non-grappled" state into a new resource track of Control Points that can be accumulated and spent to negate penalties and accrue bonuses. It is very detailed and if you're using it, make sure you have the latest version of the book, because the changes between 1.0 and 1.2 are significant. While the system may seem complicated, the most fiddly part is that you have to recalculate your effective ST depending on how many Control Points are applied to you. Aside from that, it's not as unplayably complex as memes might make you believe. (I'll use TG as a shorthand).
3. Fantastic Dungeon Grappling, colloquially known as FDG. This is a streamlined version of TG for DFRPG that takes the core (Control Points) and streamlines everything down to four pages.
4. A New Take on Grappling from Pyramid #3-34 (ANTOG) - something not everyone is aware of, but something that everyone should be aware of. Essentially, this article reworks the Default grappling system and streamlines it, fixes some "bugs", and expands it with some new stuff. The gist of it is that now instead of a flat -4 DX penalty or a variable penalty that depends on Control Points, every action performed during a grapple is a Quick Contest between the grappler and the grapplee, which is very GURPS. It may take some time getting used to it, however.

I've played full games with the first three systems, and tested out ANTOG in an arena environment. Lately, I've been using FDG a lot, thinking that it's the best option, but... the more I used it, the more dissatisfied I became. Due to the extreme streamlining, a lot is left up to the GM, and while people online will scream at you that it's the job of the GM to make rulings on the fly and that the book covers everything except the edge cases, these edge cases happen all the goddamn time. It's frustrating. However, what's even more frustrating is that each of the four systems has some things that none of the other systems can do, so there is no "ultimate" grappling system that can do everything.

I've been thinking about this a lot lately, but it seems that ANTOG is the best one out of four. However, it suffers from the same thing FDG does - low page count didn't allow the author to cover everything. Thus, I will go through everything all four GURPS grappling systems can do and compile a list of what ANTOG can and cannot do just to see what is missing and what has to be done in the future to turn it into an "ultimate" grappling system.

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?

I've been working on the four basic elementals to add them to Monstrous Compendium II. I really want to get them right, because elementals are quite important - they can be enemies, they are the most frequently summoned creatures, they can be used as allies or shapeshifting forms, etc. Three of the four elementals (air, fire, and water) are diffuse beings. So, let's take a look at Injury Tolerance (Diffuse) in more detail.

Friday, 16 May 2025

Replacing Resistance with Active Defense

Replacing Resistance with Active Defense

If you're reading this, you probably know by know that I love writing up abilities using the advantage/modifier framework of GURPS. However, it isn't perfect, and some abilities are either very difficult or impossible to stat up properly in GURPS. One of such cases is Affliction without a resistance roll. People who do not read the rules tend to parrot other people who do not read the rules and say "uuuuuhhhhh, you just add Cosmic, Irresistible Attack, +300%." I usually try to avoid tampering with the fundamental aspects of the rules, but I've had enough after an arguement with a friend about Otiluke's Resilient Sphere and how a Quick Contest of Will vs. DX doesn't make much sense. If you'd like other examples of such abilities, you can check out Glitterdust or, if you prefer canonical examples, look no further than the skunk spray from page 27 of GURPS Furries. "Okay, the skunk sprays you, but since you rolled HT good enough, it doesn't smell." Nonsense, am I right?

So, what I want to do is have an Affliction that has no roll to resist, but allows an active defense even if it's a Malediction.

Saturday, 26 April 2025

Sea Voyage Procedure

Sea Voyage Procedure

ACKS II Judges Journal has three exploration procedures to make gameplay smoother and/or serve as checklists to the referees (you know, I find myself use "referee" instead of "GM" more and more often nowadays). Since I've already adapted wilderness and dungeon exploration procedures, let's adapt the one for sea voyages - something that, I believe, never came up in my games before. I'm a landlubber.

Monday, 24 February 2025

D&D Taint/Corruption Revisited

D&D Taint/Corruption Revisited

A long time ago, I tried to adapt the D&D Taint/Corruption system from Heroes of Horror and Oriental Adventures based on the corruption system from GURPS Horror, but it didn't really work well in practice. The rate of corruption accumulation was too slow, and the countermeasures were absolute and relatively cheap, making the entire system questionable. However, doesn't GURPS have something that ruins your characters gradually, depending on exposure time, rarely has absolute countermeasures, plays well with powers, and isn't really used in fantasy games? Yes, I'm talking about radiation. That framework seems perfect - you'd just have to adjust the effects.

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

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.

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.

Wednesday, 25 September 2024

Snakes, Hexes, Reach, Height, Oh My!

Snakes, Hexes, Reach, Height, Oh My!

Oh, dear... There's something that's been bothering me for a long while - snakes. The way they work in GURPS just isn't intuitive and, to be honest, convoluted and poorly explained. More often than not, rules just don't make sense. Serpents of Legend and Combat Writ Large (Pyramid #3-77) made some things clearer, didn't explain other things, and raised new questions. So, it's time to consolidate the rules and patch up the holes to the extent of my abilities.

Sunday, 1 September 2024

Weapon Breakage Variant Rules

Weapon Breakage Variant Rules

You probably know that the rules for weapon breakage in GURPS Basic Set (even with expansions from LTC2) aren't perfect. People complain about them a lot. Personally, even though I don't like some parts of them (for example, the fact that they work completely different from rules for Striking at Weapons), I always used them. Pyramid #3-87 has the Broken Blade article that makes the rules for weapon breakage much more involved. While I like that approach, it does require some extra homework (working out breakage thresholds for all the weapons) and extra rolls, which is something many people abhor. A friend approached me and said that his GM is buttmad about the Basic Set weapon breakage rules and that he'd like something like simplified Broken Blade. However, as we were fiddling with those rules, I had another idea - why don't we unify the rules and instead of using different damage rules for different objects we apply Damage to Shields (p. B484) to weapons?

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

Lately, I've been reading ACKS II Judge's Journal, and I can say that I highly recommend this book - it's a great resource regardless of what system you're playing. One thing it made me realize is how useful it can be to have a clearly written sequence of actions required to resolve a particular task. For example, the book has sequential procedures for dungeon exploration, wilderness expeditions, trading, etc. Why not do that in GURPS? The obvious answer is that every GURPS game is different and uses different rules. However, you can do that for your specific game, and that should make things more simple. Let's try writing a wilderness exploration sequence for a game ran my way. This is not a mandatory sequence, but something of a checklist that sometimes may require changing or can be ignored altogether.

Thursday, 27 June 2024

Armor Buffs in Sorcery

Armor Buffs in Sorcery

One of the spell classes in Sorcery is Weapon Buff, but fiction and other games often have plenty of armor buffs as well. However, it seems that making armor buffs in GURPS are not as simple as applying Accessibility, Only on armor, -20%.

If you look back to D&D, you will see that armor is a singular item. This isn't true in GURPS, unless you simplify the system a lot, as armor is piecemeal. By RAW, if you use a spell with Accessibility, Only on armor, -20%, you affect only one item from the set you may be wearing, and armor can consist of more than a dozen of items! Imagine recasting the same buff spell to every item and passing out due to losing all FP. This obviously doesn't work (unless this behavious is intended for your magic system).

To buff all armor worn by the target, I suggest adding Area Effect, 1 yard, +25%. However, this may also buff armor of other creatures in the same hex, or, for example, a pile of armor on the ground that is then taken and donned by different creatures. This also will result in unintended (probably) side effects.

Let's add Accessibility, Only worn by a single creature, -5%. Now, we have resolved that issue. However, now you can buff a person's armor, and that person may remove some parts of it and give it to others. That also may be unintended.

Let's add Terminal Condition, Piece of armor removed, -5%. Now, if any piece of buffed armor is removed (voluntarily or forcibly), the buff is dispelled for the entire set.

If you combine all these modifiers, you get Armor Buff, -5%. Technically speaking, by RAW this shouldn't work on creatures that take up multiple hexes, but I suggest simply ignoring it and treating the ability to affect larger targets as a free feature.

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!

Friday, 24 November 2023

Light and Darkness in My Games

Light and Darkness in My Games

Since light and darkness rules in GURPS are very inconsistent, I decided to consolidate rules for my games. Only relevant rules will be present, and none of the rules I do not want to bother with will be present. High-tech light sources are removed. A new illumination levels table is made, combining some parts of the tables from GURPS Powers: Enhanced Senses (v1.1) and GURPS Template Toolkit 2: Races. I left the Minimum Lux column to differentiate between the different “0” light levels, as this may come up with light spread rules for very powerful light sources.