Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Monday, July 1, 2019

Martial Arts in GURPS Dungeon Fantasy

Two Swashbucklers going at it?
Back in 2015 into 2016, I ran a brief GURPS Dungeon Fantasy game in which the party's fighter and I came upon an interesting idea - finding a way to fit Martial Arts Styles into Dungeon Fantasy. It was to that end that we hammered out what a Style Perk should amount to and how to handle things like techniques within the simplified framework that is DF. Even though we didn't get a chance to implement it before university consumed my gaming time, I'll present it here as an untested idea that may prove useful to your own gaming, should you choose to include it.

What Is a Martial Art Style?

Martial arts styles are collections of skills, perks, and power-ups that help define a particular way of fighting. Every style has, at minimum, certain components:
  • Martial Arts Style Familiarity
  • Core Skills
  • Cinematic Skills
  • Perks
  • Power-Ups
Together, these five components provide a framework for fighting in this style. The core skills are those that the style teaches, and the cinematic skills represent the body of legend surrounding the style. Combat perks are often not restricted by class (see DF 11), but they are listed here for both completeness and as a guide to what is appropriate for the style. Lastly, power-ups those power-ups that can be bought, regardless of template that normally grants access. In fact, many power-ups do are not otherwise available to any class!

Style Familiarity

Of these, the Style Familiarityis among the most important; it grants access to all of the other features of style, regardless of template. It includes a number of benefits as described below:
  • Access to all of a style's associated skills, cinematic skills, power-ups, and perks. This only covers access, but does not fulfill prerequisites, such as Trained by a Master.
  • The effects of Claim to Hospitality from DF 11 on a roll of 6 or less.
  • Stylists gain a +1 bonus to rolls when interacting with co-stylists. This applies to obvious rolls like reaction and influence rolls, but also to the likes of Games, Interrogation, Merchant, etc. Treat this as a very narrow Reputation.
  • If you have Style Familiarity for all of your opponent's styles, you know his tricks. Reduce the defensive penalties from his feints and Deceptive Attacks by -1.
  • If the GM normally allows character points to be spent by certain templates mid-play, he should definitely allow stylists to spend points in a similar manner on style-related traits and skills.

Techniques as Power-Ups

Tracking individual technique levels, including defaults, and all of the finickiness this would introduce into the game, just isn't thematically appropriate for Dungeon Fantasy. But there are ways around this.

For starters, only those who have points in a technique can use it. Taking this a step further, each technique is bundled into a power-up that raises its score - preferably to that of the base skill. These power-ups also incorporate other traits to keep as many rolls as standard as possible - i.e., rolling at a +0 modifier as much as possible. And wherever possible, they also enhance the flavor and awesomeness of the underlying techniques by adding small benefits.

Finally, these power-ups are not universally available to all delvers. Only those who have invested a point in an appropriate Style Familiarity gain access to the power-ups covered by that specific style. These two tweaks cut down on the number of techniques floating around the game, place them in the same bin as any other power-up that the player has to track and remember how to use, and simplifies rolling by keeping everything as standardized as possible.

Future Work

I am currently continuing to expand my list of power-ups for this system and will be posting them here as they are completed. I hope you enjoy this add-on and will critique my builds in the comments. I always welcome feedback on this sort of thing!

Monday, April 1, 2019

AI, Software, and Databases in GURPS

Obligatory Abstract "Cyberspace" Artwork
I recently found this post on computers and software over at Orbital Vagaries, and thought he hit on a few things that have always really gotten to me about how GURPS Ultra-Tech addresses computers:

  1. The in-game difference between different types of AI
  2. The cost of software
  3. The effect of databases

Types of AI

I've always liked the different categories of AI, but the functional dividing line between Non-Volitional AI and Dedicated AI was always blurry to me. Christian Blouin's description of how characters might interact with each really breathes life into these differences and codifies it in my mind. For me, that is critical, because if the GM can't visualize it, how can he describe it to the players?

The Cost of Software

The software pricing in GURPS Ultra-Tech is low. Very low. By it's measure, a modern copy of Windows or MS Office should be virtually free. Do you hear Satya Nadella laughing in Seattle? Yeah. And that doesn't even begin to address more niche software like ANSYS or MATLAB. And we still haven't gotten into highly-niche or classified military hardware that is exorbitantly expensive.

While Christian is right that Traveler prices are better, but I'd argue that there should be  modifiers for software that address competition, standards, etc. This is probably as simple as having set that addresses overall competition strength - e.g., Monopoly (x5 price), Minimal Competition (x2 price), Moderate Competition (x1 price), and Highly Competitive (half price) - and another set that covers the degree of robustness and rigor required by the end user - e.g., Extreme (x5 price), High (x2 price), Moderate (x1 price), Low (half price).

Thus, military software that is expected to be extremely robust and whose author has minimal competition due to the political nature of the contract awarding process would charge 10 times as much for the software as what a similar commercial product sold to civilians who can shop around and don't require extreme robustness might pay. And if there is only one company who can meet the needs for that military software, it would run a full 25 times cost!

I might also argue for a third multiplier for availability, but that is likely rolled into any rolls to obtain software illegally from black market sources. I think I would use legality class to set a penalty to the black market roll and let the margin of success determine how much the seller gouges the buyer.

Also, because the robustness/rigor modifier does represent how reliable the software is, this should provide a bonus to the integrity of that software, should it ever come up. Any time software might be required to make something akin to a Malfunction check or roll to resist being corrupted or hacked, it should get a +2 bonus for Extreme Robustness, +1 for High Robustness, and -1 for Low Robustness.

Effects of Databases

While he doesn't specifically spell out the mechanics of it, tying a skill cap provided by a database to a database gives them a nice mechanical benefit other than, "If you don't have one, you can't use Research." I also like that they go out of date as time passes, and if I'm reading the rule correctly, I love that it is logarithmic. I do think to should be logarithmic based on skill cap, though, and not skill type. The type should set a category for the timeliness of information, and the step down should be skill-based.

Overall Thoughts

I really like what's been done here and will take some time to digest it. I think there are some tweaks and additions I'd like to make, probably including rolling what's there into what Thomas Weigel presents in Thinking Machines (Pyramid #3/37 - Tech and Toys II).

Monday, January 7, 2019

House Rule: Melee Weapon Skills

When it comes to weapon skills, GURPS has them in spades - so much so that entire articles have been published in Pyramid Magazine (R.I.P.) about how to reduce their number. For the purposes of feaux-medieval old-school hack-and-slash gaming, we need primarily concern ourselves with the plethora of melee weapon-related skills.

For starters, all combat skills also have an Art version and a Sport version. The former refers to weapon demonstrations that look pretty (think martial arts demonstrations that aren't actual combat), and the latter are those used for sports rather than combat (think modern fencing). The inclusion of these two melee weapon skill categories triples the number of melee skills.