basneat.blogg.se

Gurps 3rd edition camouflage
Gurps 3rd edition camouflage












gurps 3rd edition camouflage
  1. #Gurps 3rd edition camouflage how to#
  2. #Gurps 3rd edition camouflage plus#
  3. #Gurps 3rd edition camouflage series#

I liked GURPS Psionics in the 3e days, but the GURPS Psionics line for GURPS 4e is much better. For Fantasy, I like GURPS Fantasy 4e better because it is a toolkit book instead of a worldbook or a worldbook with magic thrown in. The 4e book is a bit more genre-oriented, as the 3e book spent some time developing a setting that is in the Space Atlas series. If you do sci-fi and need help, GURPS Space is a good genre book for either 3e or 4e.

#Gurps 3rd edition camouflage how to#

Powers has a long list of powers and how to build them. Converting characters isn't too hard if you use the conversion guides.įor GURPS 4e, Powers is the non-Basic Set book you'd want most unless you play one specific genre. GURPS 3e books that aren't the heavy crunch books like Vehicles or Robots are going to work fairly well for GURPS 4e. The main advantage I find in GURPS 4e over the prior edition is the rules are more tightly edited at the core and the templates make it easier to get a character started.Īs for books, it really depends what you like playing. GURPS falling rules and vehicular combat rules don't come up in every game. The thing with the GURPS core rules is they are supposed to cover a lot of situations. Basically call the two compendia GURPS 3.5. GURPS 3e compendia added rules to the existing system and clarified advantages, disadvantages and skills presented throughout a bunch of books. In GURPS 4e, the math is a lot easier since you have a unified table and all skills cost whole numbers of character points to buy. For the skills, GURPS 3e had different tables for physical and mental skills and had half-point skills. The secondary score rework fixed high IQ issues, since in GURPS 3e, a character with a high IQ also had a high Will and Perception score.īastion_korupt has already discussed the changes in tech level, the talents and skills well. GURPS 4e prices DX and IQ, the more valuable abilities, higher in most games. In GURPS 3e, the ability score determined the price and ST, DX, IQ and HT all cost the same for non-exceptional versions. The big changes between GURPS 3e and 4e are in the ability scores, secondary characteristics and the skill costs.

#Gurps 3rd edition camouflage series#

Psionics advantage-based, rather than skill-based, and reportedly fixed.Ī strange mixture of publication strategies where a subject is either encompassed in one hardback book, in one thinner softback or across a series of PDFs. Percentile modifiers to traits much like Hero. Modern day shifted to TL8, ultra-tech TLs revamped and capped at TL12. Talents improve a specific set of skills, encouraging specialisation rather than high IQ/DX polymaths. Skills are a relative value based off an attribute or characteristic (ST, DX, HT, IQ, Will or Per), allowing a roll to use a different attribute to normal. Languages are levelled advantages, rather than skills. Will, Perception, FP and HP are secondary charactersitics based off a primary attribute.įlat costs of attributes with DX and IQ being 20 per point and ST and HT being 10. However, 4th does boast some improvements: (from ) The plethora of books also makes it more attractive in my opinion. I feel like 3rd edition was easier to learn.

gurps 3rd edition camouflage

(FWIW, I am not interested in GURPS Traveller except as background material because I'm happy enough with MongTrav's system, if that changes things.) Would that be a fair assessment, or am I steering in the wrong direction?įor bonus points, what are the best GURPS supplements? In particular I am interested in those which manage to encapsulate the genre or setting they describe without having to incorporate heaps of extra crunch. The inclusions of the two Compendia as core seems to have coincided with a shift to high-crunch in both the core rules and the supplement line, whilst 4E seems to include a bunch of stuff in its core rules which I would tend to prefer to delegate to genre-specific supplements.

#Gurps 3rd edition camouflage plus#

I'm not likely to use it for a cross-genre campaign so it doesn't particularly matter to me if there's scaling problems between supplement books, but at the same time Basic Set + GURPS (Genre) should ideally cover most of the stuff I'd want to do with a particular genre and not include much stuff that quite clearly falls outside (genre), with a minimum of excess crunch.Īt the moment, it seems to me that 3E plus the earlier 3E supplements seems the way to go. My preference would be to go for whichever has the simplest core - let the heart of the system be the absolute basics, and have all the genre-specific stuff be stuff shepherded in on a case-by-case basis from supplements. Been looking to get into GURPS but was wondering whether to go for 3rd or 4th edition.














Gurps 3rd edition camouflage