Thread: GURPS 4E Core Ruleset
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June 2nd, 2017, 01:02 #271
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Say you roll a crit fail on attack and find yourself off balance (-2 defenses) until the beginning of your next turn, then you would use #2. Whereas if you are Stunned for 1 turn then you would use #3.
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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June 2nd, 2017, 01:12 #272
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Ronnke,
This is really helpful and will save me a lot of effort at my gaming sessions, thank you.
Have you ever heard the children's story, "If you give a mouse a cookie..." ?
I was wondering, would is it possible in FG to allow players to apply some effects? I was thinking of things that are fairly innocuous, but could be used to save the GM a moment.
GM: "Flaarghan, what do you do?"
Flaarghan: "I begin to play Olivia's Lament" <player applies effect that lasts 10 seconds>
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June 2nd, 2017, 01:13 #273
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Players can apply effects, they just can't create their own.
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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June 2nd, 2017, 01:22 #274
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June 2nd, 2017, 01:24 #275
Thanks for all you have done for this Ronnke ruleset ....
Effects with time ...
Text formatting at all, something I loved
And the wonderful download theme I know to be courtesy of Gigermann and it's too beautiful![FGU ULTIMATE LICENSE HOLDER][BRAZILIAN][GMT-3]
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[TWITCH] [YOUTUBE]
[Core RPG - Package] [Leather Theme Addition] [Rolemaster (Classic) - Shopping Stores] [Rolemaster (Classic) - XP Tab]
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June 2nd, 2017, 01:37 #276
For the record: Skin's not technically "done" yet, just presentable.
It's hard to be religious when certain people are never incinerated by bolts of lightning.
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June 2nd, 2017, 03:49 #277
When the characters are imported from GCA to FG in the new version, the items are left blank ....
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June 2nd, 2017, 03:54 #278
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Is it possible to just have an effect that simply increments each round? I'm thinking about Aiming, and keeping track of how long each of my PCs and/or NPCs has been aiming.
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June 2nd, 2017, 11:39 #279
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In my testing I have simply been using things like the following:
Reload <3> | <SEC>
Aim 1 <blank> | <SEC>
Aim 2 <blank> | <SEC>
Aim 3 <blank> | <SEC>
On the PC/NPC turn, if they choose to Aim I apply the Aim 1 effect. That effect will expire at the beginning of the next turn. If they choose to aim further, then I will apply Aim 2, which again exires at the beginning of the next turn...and so on.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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June 2nd, 2017, 12:30 #280
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That works quite well for a limited amount of actors, but if the numbers start to get larger (10 goblins each starting an Aim maneuver on different rounds), things can still get quite hectic. For example, three Goblins have been aiming for 2 rounds, five of them for 1 round, and the rest for 3 rounds. The next turn, 3 of them decide to move and then restart their Aim ...
I was thinking that since the first case, "Effect <blank> | <blank> *The effect never expires.", has no output to the chat window, couldn't the current value of the increment be output to the screen? Something like,
[TURN] Prestor Dobranov - Aiming: 1 round
...
[TURN] Prestor Dobranov - Aiming: 2 rounds
This could also be useful in keeping track of how long an actor has had a short-term effect applied to them, even if it does not have a specified duration. I believe that in some cases, Will rolls to snap out of a Daze, get bonuses depending on how long the actor has been under the effect. Partial surprise also works in this way.Last edited by seycyrus; June 2nd, 2017 at 12:34.
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