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The Riddle of Steel
TROS to GURPS
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Topic: TROS to GURPS (Read 785 times)
Ace
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Posts: 204
TROS to GURPS
«
on:
July 20, 2002, 02:42:23 PM »
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.
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Mike Holmes
Acts of Evil Playtesters
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Posts: 10459
TROS to GURPS
«
Reply #1 on:
July 22, 2002, 07:45:13 AM »
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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