a blog of short and medium length ttrpg thinking posts
Showing posts with label gurps. Show all posts
Showing posts with label gurps. Show all posts

Friday, January 19, 2024

ADEPT: a modest proposal

Are you reinventing RuneQuest or Traveller this time? You fool. You rube. You absolute buffoon. I am reinventing HârnMaster.

the xkcd comic about how standards proliferate
xkcd: Standards

Listen. Everyone hates the six-score array. It sucks, and the history of non-D&D RPGs is practically a history of variants of the array and its uses. There are plenty of theoretical issues to raise with the standard six. However, here are three problems only the worst pedant would have with it:

  • The canonical order of the abilities is not alphabetical.
  • Two abilities share an initial letter.
  • There is no mnemonic device for the abilities.

I propose to solve these (and really, only these) problems with the ADEPT array:

Friday, November 10, 2023

fantastic journeys, powered by BIRG

This is a hack of TFT and, to a lesser extent, GURPS. The main novelties are in the readiness/experience rules and in the injury and recovery rules. It's not quite complete, there's no list of skills or special abilities, but I think it's enough to share. Use your favorite list of skills and make up abilities if you want.

Characters have three attributes:

  • Dexterity (DX), used for physical rolls
  • Strength (ST), used for endurance and overpowering
  • Wits (WT), used for mental rolls.
Human characters have a minimum of 8 in each attribute.

Characters succeed at difficult tasks if a roll of 4d is less than or equal to their adjusted attribute. If they have a skill specific to the task, they roll 3d instead. A roll of 4 or less always succeeds, even if the attribute is adjusted to lower than this.

If two characters are directly opposed, they both make rolls. If both would succeed, the character with the higher roll does. On an exact tie, or if both fail, they are in a deadlock.