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TROS to GURPS

Started by Ace, July 20, 2002, 11:42:23 PM

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Ace

I am a big GURPS fan from way back, over 100 books plus Pyramid print issues and counting.

One thing I don't like about the system is the "minis battle" derived combat system. Its some  silly rules.

For example- a 5lb axe takes a fulls econd to reready after a swing, a polearm takes 2 full seconds

This is absurd

I was wondering if anyone has any ideas how to adapt some TROS stuff to GURPS

In particular I would like to adapt parry difficultys, initiative stealing, reach penaltys, and if possible skill/damage feedback.

Mike Holmes

Exhastive fixing can lead to really bad systems. What is it that you want to keep from GURPS? Why not just use the better TROS system altogether?

If you want to keep GURPS CharGen, and use TROS combat, just have GURPS Skill Level = TROS Combat Die Pool. Works out about right. Or subtract 3 dice (to account for the GURPS 3d6 base of 3; all skills are effectively higher than 3 to start, even defaults). Keep the TROS SAs or assume 1 die pool for each 5 points in an appropriate GURPS advantage.

Mike
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