Thread: GURPS 4E Core Ruleset
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April 13th, 2024, 20:19 #1501
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April 14th, 2024, 08:13 #1502
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- Apr 2010
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- Australia
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Timezone: Australian EST (GMT +10).
Systems/Rulesets: GURPS 4th Edition.
Campaigns (Ultimate License Holder)
GURPS Traveller - The Empty Peace
GURPS Shadowrun - Power Plays
GURPS Banestorm - Dark Clouds Rising
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May 13th, 2024, 21:25 #1503
Love the implimentation, but I think there might be something broken with the points calculation in the notes tab of character sheets? The skills updates when points are altered, but the other sections, particularly the advantage/disadvantage sections, always reads as 0 points. Just wondering if this is a known issue as I'm considering jumping to gurps for my next campaign and thats a feature i'd really want as my players are all new to the system
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Correction:
Looks like they do all work, but the whole set only updates when the points spent on a skill specifically gets changed?Last edited by CassMerry; May 13th, 2024 at 21:36.
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May 14th, 2024, 00:21 #1504
- Join Date
- Apr 2010
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- Australia
- Posts
- 900
Timezone: Australian EST (GMT +10).
Systems/Rulesets: GURPS 4th Edition.
Campaigns (Ultimate License Holder)
GURPS Traveller - The Empty Peace
GURPS Shadowrun - Power Plays
GURPS Banestorm - Dark Clouds Rising
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Today, 17:16 #1505
Just trying to figure out if i'm missing something since as far as I know there's no documentation for the ruleset(?) is it possible for a weapon to have multiple modes built into it, or does that always have to be manually added after adding it to a player sheet?
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