/gurpsgen/ - GURPS General

Previous Thread: >>94405581

GURPS is a modular, adaptable system, capable of running a wide range of characters, settings, and play styles, with a level of detail varying from lightweight to completely autistic.
Optional rules allow you to emulate different genres with a single system, or even switch genres within a single game.

A nearly complete archive of GURPS books can be found by those who pay attention to file extensions.
Never post direct links to the archive anywhere.

If you're wondering where to start:
- The Basic Set covers everything, including a lot of optional rules you probably won't use.
- A genre guide can be found in the archive, under Unofficial/GURPSgen. It tells you what extra books and articles you may find useful for many common genres.
- How To Be a GURPS GM is a good read even for players.
- GCS (gurpscharactersheet.com) is an excellent character-builder software, with page references to all the books and the option to export to both Foundry and Fantasy Grounds.

TQ: Your expectations for GURPS Guns?>>94545602
>GURPS Guns?
It'll be ok>>94545602
As a follow-up for my question about large characters using crushing weapons, is there a wild swings/cleaving attacks? Like swinging a big stick in front of you to hit everyone who doesn't get out of reach?>>94546257
Yes
there's techniques like whirlwind attack
and if you're big enough, you can just attack an entire area.

I made my own version of a cleave technique because I didn't like whirlwind attack.
>Cleaving Strike
Defaults: Weapon Skill -4 (-1 if you have Trained by a Master or Weapon Master)
Pre-Requisites: Brawling, Boxing, Karate, or any melee weapon skill
Strike + Extra Attack (-6) + reduced damage (+2), + Limited Arc (+1), roll once (-1).
You attempt to cleave two opponents with the same swing! Select two targets that are within reach and adjacent to each other. Make a Cleaving Strike roll. Each opponent may attempt a defense separately. If one of them parries or blocks the attack, the technique fails instantly. Otherwise, if you hit one or both of them, deal regular weapon damage -1 against whomever you hit.My least favorite part of winter is how my thick winter clothes gives me DX penalties.>>94546257
At the extreme end, I usually just rule that the attack occupies an area appropriate to the SM of the weapon or appendage. Generally if your attacking implement can actually fill an area, then you're attacking the area and not its occupants, and they can retreat or acrobatic dodge to vacate it or eat shit.

If a dragon scrapes its wings to the ground and rushes you, there's not a lot you're going to do about it if you're dead center of one of the two five-hex-wide striking surfaces.>>94545602
>Your expectations for GURPS Guns?
There are no expectation, they said it's a writer's aid, not a design system, and it will comply with their initial assumptions like .40 S&W being the best pistol round ever made.>>94546490
>writer's aid
What does that mean?>>94547149
https://forums.sjgames.com/showthread.php?t=201024>>94546257
There's a rule for "attacking entire hexes" in Combat Writ Large.>>94545602
>TQ: Your expectations for GURPS Guns?
It's going to take longer than a month to playtest properly (meaning it will either be delayed or rushed), it won't be a perfect match for either reality or previously published material (but close enough for most people), it will do a really poor job below TL 5 (due to lack of good data on low-tech weapons), and autistic motherfuckers who couldn't be bothered to join the playtest will nevertheless expend massive amounts of energy arguing over the details once it is published.

>>94546257
While others have covered the effects of very large attacks and whirlwind attack, there's also the cleaving strike technique (contrary to the name, it works on any damage type) in dungeon fantasy 11.
You can also take advantage of knock-back effects to smash enemies into each other. The rules technically only cover knocking them straight away from you, but it seems fair to allow sideways knockback from large swinging weapons. On the other hand, the rules for collisions are rather slow to resolve, so you may want to come up with something simpler.>>94547758
Autistic motherfuckers were likely not invited due to poor social skills.>>94547758
>On the other hand, the rules for collisions are rather slow to resolve, so you may want to come up with something simpler.
Thrust+(SSR Velocity*(HP/10)) cr generates answers that are functionally identical to the collision rules for most everyday purposes.
Skip the usual collision rolls for remaining standing. The guy moving makes the knockback check, the guy standing does as well, but penalized by the malus for side/rear if that's where the other guy collides. Or the standing guy can just use any valid defense against the collision if he sees it coming.
I also generally assume that any guy who fails his knockdown roll from a major wound caused by a big axe/mace or whatever falls heavily in the direction it was swung, possibly into other guys. But that only generates the cascading knockback check and not the collision damage.>>94546490
MH had a sidebox talking about wounding modifiers, so they might have a smimilar blurb