Disclaimer: The following material consists of rulings on GURPS originally posted to electronic discussion forums, newsgroups, and mailing lists by Sean "Dr. Kromm" Punch. Some of these statements have been taken out of context, or have been altered for clarity or brevity; therefore, these are not "official" rulings, and neither Sean Punch nor Steve Jackson Games is responsible for the accuracy of the modified content.

Comments: If you have comments or suggestions about this file, please contact Travis Foster.

Advantages

 

Advantages and Disadvantages Combined

08-31-2004, 11:44 PM <forums.sjgames.com>

Re: Can Advantages come with mandatory Disadvanatges?


A package of advantage(s) and disadvantage(s) is called a character template or a meta-trait. Use those rules.

 

 

Afflictions and Extended Duration

09-02-2004, 12:50 PM <forums.sjgames.com>

Re: Post your Afflictions here!


Quote:

Originally Posted by Rev_Pee_Kitty

But Extended Duration specifically mentions how it interacts with Affliction, in the note on "Permanent" below the table.

Yes. Affliction is one of the specific exceptions.

 

 

Afflictions and Inanimate Objects

09-04-2004, 03:54 PM <forums.sjgames.com>

Re: Making Affliction Work on Inanimate Objects


Nothing in Affliction says "This only affects living things." Affliction affects any target that's subject to its effects. Now since rocks and such will have Injury Tolerance, Immunity to Metabolic Hazards, etc., most Afflictions will do bugger-all to them. But they probably don't have "Immunity to Invisibility," etc.

 

 

Yesterday, 12:14 AM <forums.sjgames.com>

Re: Making Affliction Work on Inanimate Objects


Quote:

Originally Posted by sir_pudding

This is something that I was wondering about too.
If I have Affliction x (Advantage:Invisibility) is there someplace in the rules where it prevents me from easily disappearing planets?

Not really. OTOH, the GM would be within his rights to demand you had a huge Area Effect for that.

 

 

 

Allies

09-04-2004, 03:42 PM <forums.sjgames.com>

Re: Disadvantage limit for Allies.


Quote:

Originally Posted by hcobb

Does your ally have the same disadvantage limit as your PC or do they have something completely different from the "campaign disadvantage limit" referenced at B452 and B11?

They have whatever disads the GM thinks suits them. They're NPCs, and the GM's to design and control.

 

 

 

Animal Empathy

 

and animal friend

sjgames.gurps.4e

On Thu, 15 Jul 2004 19:57:10 -0700, Xplo Eristotle wrote: > These skills are clearly intended, if not restricted, to be used on sentient beings with some sort of recognizably human-like psychology. By > making them affect animals, we can create absurd results, like the ambassador who has Diplomacy-18 and Animal Empathy, knows no more about > animals than the next guy, but can handle them (or at least back away from them) like a pro.
 
If he has Animal Empathy, he's an animal expert -- he has a more-or-less supernatural rapport with beasts. That's sort of the point. If he's just good at animal skills, take Animal Friend.

 

And Influence Skills

sjgames.gurps.4e

On Fri, 16 Jul 2004 00:06:36 +0000 (UTC), Cole Jenkins wrote: > I'm making characters with Lite and I've noticed something: > Animal Empathy lets you use influence skills with animals. How does > this work exactly? >
> Diplomacy
 
Lets you get out of a dangerous situation without getting hurt; e.g., you back away from the vicious guard dog by using Diplomacy to get a Good reaction.  
> Fast-Talk
 
Lets you trick the animal into doing something stupid; e.g., you fool the guard dog into thinking there's some food over there in the corner.  
> Intimidation
 
Lets you scare the animal off; e.g., you snarl at the guard dog and he cringes away with his tail between his legs.  
> Savoir-Faire
 
Lets you fit into the animal's natural social structure; e.g., you make a pack of dogs think you're an alpha male, or that guard dog think you rank equal to its owner.  
> Sex Appeal
 
Best left vague on PG-rated boards, but let's just say most PCs won't want to do it.  
> Streetwise
 
Let's you deal with rogue animals that fall outside their species' natural social structure.   ***   Just as with humans, not all skills will apply in all situations!

 

 

 

Charisma

09-06-2004, Today, 12:42 AM <forums.sjgames.com>

Re: Is there alot of errata needed or is it just me?


Because Charisma helps Influence rolls, not Influence skills. You'll sometimes need to roll against Influence skills for things other than Influence rolls, and Charisma is of no use then. It specifically modifies the Quick Contest to influence someone.

If that's what you'd call errata, then I'm not too worried. ;)

 

 

ESP and detailed information

sjgames.gurps.4e

> Not even relatively trivial secrets like birthdays, when magical divination is cheap and moderately reliable? That's a bit harsh.
 
A birthday is no more/less trivial a secret than the guy's bank codes, or the winning lottery number next week, or the secret password for the nuclear missiles in the Bad Guy's base. It's a string o' numbers, really -- so many bits, nothing more. For game balance, it's best that finding out precise dates, numbers, and codes is hard, whether they represent a joke or the fate of the world. Vague things, like "He's a Leo," should be easier.

 

 

 

Extra Attack

09-06-2004, 02:37 AM <forums.sjgames.com>

Re: Multiple Attacks in 4/e [clarification]


Feel free to let normal people have one Extra Attack with their primary weapon arm. That lets Weapon Master types make three attacks (two as a Rapid Strike, plus a third at full skill). Powers has a few thoughts on allowing even more attacks with the same limb. :)

 

Gizmos

09-06-2004, 01:23 PM <forums.sjgames.com>

Re: Three Gizmos Maximum


This is just game-design and GMing experience coming together. I've run lots of games with Gizmos, and I'm not a "pushover" GM. Even so, I found one Gizmo made the game cinematic for sure, two made it into a 1950s comic book, and three just made it silly. I limit my players to two, usually. I think "any number" would ruin most games.

 

 

Healing

09-06-2004, 12:58 AM <forums.sjgames.com>

Re: Healing? 


Quote:

Originally Posted by Lancewholelot

Wow. I'm surprised they allow healing spells to do more for high HPs without more cost but that is the way it reads.

It's all about scalability. It's pretty crap if a race with 20 HP has to pay twice as much as a human with 10 HP to heal a Major Wound. It sort of makes high HP a disadvantage . . .

 

09-06-2004, 02:34 AM <forums.sjgames.com>

Re: Healing?


Quote:

Originally Posted by Ndreare

The way I read magic was that to affect a creature of a larger SM than you you have to pay a multiplier of 1+SM. So to heal a SM4 creature (or cast any spell) is at 5 times the cost.

Do I have this rite Kromm?

Yes, you have to multiply the cost for Regular spells.

 

 

 

Manual Dexterity

09-04-2004, 05:10 PM <forums.sjgames.com>

Re: Possible Talent


Quote:

Originally Posted by the Devourer of Worlds

And as long as we have High Manual Dexterity on the chopping block, why was it put in advantages and not in with the Attributes?

Because it really isn't very attribute-like. It affects a sight fewer things than Will or Per, and while every other character I've seen as a GM has had Alertness and Strong/Weak Will, I've seen one -- ever -- with the old Manual Dexterity trait. It just didn't scream out for special treatment.

 

 

 

Modular Abilities and Wild Talent

09-05-2004, 12:10 AM <forums.sjgames.com>

Re: Modular or Wild?


For 20 points in Cosmic Power, you could use 2 points of skills, switch them around, etc. indefinitely. This takes 1 second to prepare.

For 20 points in Wild Talent, you could use one skill at attribute level, which might be worth up to 8 points. This takes no time to prepare.

I'm not sure that Karate at DX-1 after 1 second, then Judo at DX-1 after 1 second, then Acrobatics at DX-1 after 1 second is better or worse than any of those at DX instantly, but only once. I'd suggest getting Wild Talent if you get into emergencies a lot, Modular Abilities if you always have time to prepare.

 

 

 

Precognition

08-31-2004, 11:40 AM <forums.sjgames.com>

Re: Precognition penalty


Predicting lottery numbers is critical success territory. I'd go so far as to require a natural "3." As the advantage clearly and unambiguously states: (1) you get brief flashes and visions that are open to interpretation, and (2) nothing about the future is certain.

 

09-01-2004, 10:53 AM <forums.sjgames.com>

Re: Precognition penalty


Go ahead and add a variable penalty for time or whatever if you wish. But it's still at a basic -8 for active use, because that balances the game . . . just as Rapid Strike is at -6, or working without tools gives -10 for a technological skill. A variable penalty would add on top.

 

 

 

Strikers, Cost of

09-03-2004, 12:44 PM <forums.sjgames.com>

Re: Innate Attack (and general Ads) questions


Strikers are supposed to be cheap, because for 0 points, every PC starts out with Wealth (Average), which is enough to buy weapons that are better than the best Strikers in virtually any setting. And putting your head in harm's way (in the case of horns) is, um, not optimal, even if you somehow do manage to crock Strikers to be better than spears and axes.

The main benefit of Strikers -- and I agree that this is a Big Deal in some games -- is that they're always ready, undroppable, and don't take up a hand. Horns, for instance, let you have a scary weapon that no one can knock aside, grab with TK, or steal, and let you carry another kind of weapon and a shield in your hands. That's why there is a point cost at all.

 

 

 

Striking ST

Old09-04-2004, 04:15 PM <forums.sjgames.com>

Re: Strength Advantages and Readying Weapons


Striking ST lets you hit hard. It's for things that can deliver momentary impulses far in excess of their sustained strength, like a cobra's strike or a martial-artist's power blow. Lifting ST lets you grab and pull in a sustained way using your whole body. Neither would help with reading weapons with the arms. For that, try Arm ST.

 

 

 

Talents

08-25-2004, 09:13 PM <forums.sjgames.com>

Re: The Whole Story on Talents?


I wouldn't write off the reaction bonus so quickly; the group affected should be a fairly large group for a PC who plans to focus on the affected skills and use them on a regular basis. And 20-30 game sessions down the road, the "free" points from study will really rack up at 10-40% off the hours required . . . if you apply yourself to learning. In short, Talents are fairly priced for highly focused PCs. Generalists are indeed better off with IQ or DX.

 

08-25-2004, 09:22 PM <forums.sjgames.com>

Re: Time Use Sheets and Talents


If people aren't using Time Use Sheets, then Talents will be a whole lot less cool and useful. :(

 

08-26-2004, 12:21 PM <forums.sjgames.com>

Re: Time Use Sheets and Talents


Instead of reducing costs, I'd do something else, like let PCs with Talent shave 10% off the time needed for a task per level of Talent. That's far more potent than fast learning, but in games where ACTION! is everything, it might be balanced.

 

08-26-2004, 12:08 PM <forums.sjgames.com>

Re: The Whole Story on Talents?


Writers are encouraged to invent new racial Talents, for sure. However, I want to point out that Dwarves need not be low-tech fantasy beings, and GURPS is trying to be generic by not assuming that they are.

 

09-03-2004, 01:18 PM <forums.sjgames.com>

Re: Possible Talent


My acid test for Talents isn't "Is this or is this not abusive?" but "Is this or is this not something that a real-life human could be born with an aptitude for?" Plenty of people seem to have a knack for art, business, leadership, mathematics, music, sports, the written word, etc. The only thing these categories have in common is that they're relatively narrow fields.

As to the question of professions, note that any natural knack will lead those who have it to pursue certain careers, so some Talents will correspond to some professions. I would only question a Talent when it benefits a profession that involves a group of diverse, unrelated skills. Many "adventuring" professions -- assassin, commando, explorer, ninja, spy, etc. -- are defined by their diversity and need to prepare for a huge variety of situations. What makes them risky and adventurous professions is the very fact that you must train extensively in many unrelated areas to be any good. Since the areas are unrelated, Talent in these professions is unjustifiable. Or more precisely, it's called "high DX and IQ."

 

09-03-2004, 04:58 PM <forums.sjgames.com>

Re: Possible Talent


Quote:

Originally Posted by nanoboy

I'm curious. In the main book, there are only a few talents listed. In the possible future book 4e revised, would there be a longer list? Given that this is a somewhat new idea for GURPS, it would stand to reason that it has not yet been explored to find all of the commonly used and reasonable talents.

The Talents in the Basic Set are just examples. We expect future writers to invent dozens and dozens, and GMs and players to cook up dozens more. I'm not sure anyone will ever compile them all, but we could always start a thread here for them. ;)

 

09-04-2004, 02:36 AM <forums.sjgames.com>

DefaultRe: Possible Talent


Quote:

Originally Posted by RGTraynor

I don't know ... in saying that Talents like Business Acumen are alright and a "Sticky Fingers" Talent isn't, it sounds like what you're basing your decision on isn't anything conceptual at all as much as reflecting traditional RPG character class roles. The notion that "businessman" isn't a profession while "thief" is would be laughed at hard in the real world, if quite the reverse around a D&D gaming table.

I don't think "profession vs. not a profession" is all that relevant to Talents. It's a bit of a red herring. What's really relevant to Talents is "skills related by brain function vs. skills related only by use in practice."

If someone convinced me -- in my role as GM -- that FRPG-style thievery originated from a basic human capability, focused in one part of the brain, and that some people have that gift in greater degree than others, I would allow a Talent in that area. But my current thinking is that FRPG thievery is a broad set of rather unrelated skills. Slipping ropes and opening complex mechanisms, filching and picking pockets, and sneaking around seem like three different things. I could see being gifted at any of these, but I see no link between the three.

To me, "getting into and out of things that are off limits" Talent (Climbing, Escape, Forced Entry, Lockpicking, Traps, etc.), "snatching and grabbing goodies" Talent (Filch, Holdout, Pickpocket, Sleight of Hand, Smuggling, etc.), and "sneaking around" Talent (Camouflage, Shadowing, Stealth, etc.) should be separate entities.

 

09-04-2004, 04:04 PM <forums.sjgames.com>

Re: Possible Talent


Quote:

Originally Posted by the Devourer of Worlds

Even these can seem a bit disparate. What does climbing actually have to do with Forced Entry or Lockpicking for that matter?

I was thinking specifically of the talent that many clever wild animals have for climbing into and onto anything built by humans, lifting latches, and (for big things, like bears) smashing doors and windows. Porting that to a tool-using species, like humanity, gives you Lockpicking and Traps to go with Climbing and Forced Entry. I think a gift for circumventing obstacles is fairly cohesive. YMMV.

Quote:

Originally Posted by the Devourer of Worlds

Representing a general nimbleness with your hands with a bonus to Sleight of Hand, Pickpocket, etc. seems a more plausible type of genius.

I see that as more of a physical gift than a mental one, and would use High Manual Dexterity for it.

But I agree with your final sentiment. Barring one of us being God, we're probably both wrong. :D

 

Talents and Reaction rolls

sjgames.gurps.4e

 

/me shrugs. In my limited experience . . .   . . . professors are impressed by the student -- even the newbie, two-months-into-his-degree student -- who picks up quickly, not by the 10- years-into-a-PhD guy who knows what he knows by dint of hours and days of reading.   . . . patients speak fondly of the doctor who has a "sixth sense" for healing others, not the clinically precise medical machine who can quote 25 years of research papers.   . . . jocks admire other jocks who are "naturals," not the old warhorses who sweat and toil to pull their weight on the team.   Others' experiences might differ, and I have no problem with that. But GURPS being a RPG, and RPGs being about what's dramatic, I think it best that starting heroes with natural gifts get a special place in the sun so that even if they aren't as skilled as their mentor, patron, sensei, etc., they are the ones who shine. In game terms, a reaction bonus that makes NPCs warm to the heroes and say things like "Wow, you really *get* this stuff!" is a good way to do this.

 

sjgames.gurps.4e

On 31 May 2004 18:37:37 -0400, Charlton Wilbur wrote:  
> But there are different sorts of positive reactions.  Someone with IQ 12, 2 levels of Mathematical Aptitude, Mathematics at 14 might have a
> "this is a promising student" reaction, or "someone who makes it look easy" reaction -- both entirely plausible.
 
In some cases -- Business Acumen, Mathematical Ability, Outdoorsman, and Smooth Operator -- this is indeed what the reaction bonus represents. It only applies to those in a position to grasp what you're doing, and it's meant to reflect the admiration that people in field X tend to have for "naturals" in their field.   In other cases -- Artificer, Gifted Artist, and Musical Ability -- the bonus is meant to represent the *qualitative* difference between a work by someone who is technically competent (high skill) and a work by one who is truly "inspired" (Talent). Plenty of 8-year-old prodigies have nothing like the technical aptitude of veterans, yet inspire admiration nonetheless. It's certainly in keeping with fiction.   And in yet other cases -- Animal Friend, Green Thumb, and Healer -- the reaction bonus is due to "empathy," which is about as hard to nail down as "inspiration." Basically, you're just good with animals/plants/sick people, and everyone around you can tell. Cinematic? Perhaps. Suitable for gaming? Definitely!   This explanation is way too long to occupy space in BASIC SET, but for those who were wondering, that's the reasoning.  

 

 

 

Toughness

08-25-2004, 11:58 AM <forums.sjgames.com>

Re: No more Toughness? Or is there?


Toughness in 4e is some combination of a few more HP, High Pain Threshold, and possibly Hard to Kill and/or Hard to Subdue. That's how tough guys work in real life. Having skin equal to boiled leather armor is . . . um . . . unlikely.

 

 

Visualization

08-26-2004, 12:15 PM <forums.sjgames.com>

Re: Visualization trait - rushing it


Visualization is dirt-cheap because you can only use it for one task at a time, verrrry slowwwwly. If you could use it whenever you wanted, it would cost a lot more. I'm not sure Reduced Time is dramatically suitable, although I would never tell a GM not to use it.

 

 

 

Wild Talent and Modular Abilities

09-05-2004, 12:10 AM <forums.sjgames.com>

Re: Modular or Wild?


For 20 points in Cosmic Power, you could use 2 points of skills, switch them around, etc. indefinitely. This takes 1 second to prepare.

For 20 points in Wild Talent, you could use one skill at attribute level, which might be worth up to 8 points. This takes no time to prepare.

I'm not sure that Karate at DX-1 after 1 second, then Judo at DX-1 after 1 second, then Acrobatics at DX-1 after 1 second is better or worse than any of those at DX instantly, but only once. I'd suggest getting Wild Talent if you get into emergencies a lot, Modular Abilities if you always have time to prepare.

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