Earn It to Learn It: Advancing GURPS skills by tests
Article by Ben Finney Read more...This article introduces Earn It to Learn It, a simple system to link GURPS skill and technique advancement more directly with meeting challenges in play. Inspired by...
View ArticleCOSH for 3e and other site updates
A little spring cleaning sure feels good!Huh? You mean spring was, like... back in spring? Oh. Well, spring cleaning in late fall still counts as cleaning, so I don't care about getting the season...
View ArticleESCARGO for 3e cleaned up
ESCARGO for GURPS 3e is now cleaned up as well; it should be much easier to read.ESCARGO is a look at an unusual option for GURPS: skill and attribute costs that just go up, up, up. It looks odd, but...
View ArticleMagical Languages for GURPS
This old article adds a fun bit of spice to the standard GURPS magic system. The simple addition of distinct languages for spellcasting lets you create as many unique magical traditions as you like,...
View ArticleESCARGO updated for GURPS 4e
ESCARGO, that quirky reworking of skill costs in GURPS, is now updated for GURPS 4e. That doesn't call for any big changes, but as always, an update provides chance to polish lots of little rough...
View ArticleGame design musing: Pricing breadth in skills
If fluency in a foreign tongue costs your character 5 points, how much should fluency in ten languages cost?In the midst of recent email correspondence about ESCARGO, I've dredged up a game design...
View ArticlePricing breadth in skills: Spreadsheet fix
From the Quality-out-of-Control Department:The embedded spreadsheet shot in Game design musing: Pricing breadth in skills had a big boo-boo that didn't match the text: base cost of skill was set to 1,...
View ArticlePricing breadth: Talents and Wildcard skills in GURPS
Here's a quick example of putting the ideas in Game design musing: Pricing breadth in skills to work:GURPS' Wildcard skills (BS 175) allow purchase of multiple skills for the price of three; Talents...
View ArticleT Bone's Miscellaneous Old House Rules (GURPS 3e)
Most old house rules have been absorbed into other works on this site. On this page are a few miscellaneous 3e tweaks – some much used, others tasted and soon forgotten – that didn't fit elsewhere. (A...
View Article"Magic" Skill for GURPS
GURPS was long funny in that it offered skills for each and every specific application of magic (i.e., hundreds of spells), but no skill to cover a mage's overall understanding of magic itself.Such a...
View ArticleSports throwing skills in COSH
The old GULLIVER for GURPS 3e details throwing skills for use in sports, not combat. Generally, these gain a hefty distance bonus in exchange for several drawbacks: encumbrance penalties, a Ready...
View ArticleRules Nugget (GURPS): Throw Like You Mean It
Intro: "You throw like a kobold"GURPS' thrown weapon stats neatly spell out the best distance (Maximum Range) you can achieve with a toss. These are multiples of Strength, typically STx1.5 for heavier...
View ArticleMinor brush-ups to COSH
I made some very minor tweaks to COSH, my GURPS 3e-centric combat skill creation system. The changes consist of a few wording improvements and typo fixes. I also clarified that the reader-created Evade...
View ArticleBuilding the dungeon matador: Creatures and combat familiarity
Here's a GURPS idea I've been kicking around for a while: a trait for improved fighting prowess against a specific type of creature. The concept is easy to understand, and it's not hard to quickly whip...
View ArticleIdea pot: Kickin' it with GURPS
(In which I inaugurate the diner-themed term "idea pot", inviting your cogitative degustation of little semi-tested morsels long bubbling on the back burner. Or still just leaking juices behind the...
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