steve jackson games

Quick Review of Dungeon Fantasy Companion 2 from Steve Jackson Games for the DFRPG

The Dungeon Fantasy Companion 2 (Kickstarter) for the DFRPG was released not too long ago this year, so I’m finally catching up. It was a ‘Quickstarter’ with no stretch goals, so the turnaround was really quick for this book. I like stretch goals, but it made sense for them to be absent from this book because this book was made up of stretch goals past that were never met. That’s neat in itself. I’d love to see this trend continue; i.e., book with stretch goals, book with stretch goals, book with no stretch goals that includes stuff from previous stretch goals that were missed. I don’t know if it’s because of that or if it’s just coincidence, but this book is my favorite DFRPG supplement that isn’t written by Douglas Cole. It has some magical items (with ways to introduce them), a handful of new monsters (with adventure seeds), and some enemy PCs. That’s great on its own, but it also includes so many new rule tidbits. In the magical items section, there’s stuff like wood as a new armor material (under the Oudou). In the monsters section, there’s stuff like a playable centaur race for PCs (under the Centaur, obviously). But the villains section? That’s where this shines. Each villain is awesome in their own right and comes with an adventure seed, but every single villain comes with a rules tidbit from new racial templates to new abilities for professions to new spells to use. If that isn’t great design, I don’t know what is. Plus, what better way to introduce new abilities and new spells than to have a villain use them first? So, yes, get this book. And, if you haven’t already gotten into the DFRPG, do yourself a favor and get on that right now.

Other Quick Reviews:

Quick Review of Dungeon Fantasy Magic Items 2 from Steve Jackson Games for the DFRPG

Dungeon Fantasy Magic Items 2 (Kickstarter) for the DFRPG came out at the end of 2019, so I’m not too far behind on this review. This review will likely be the shortest because I don’t usually deal my players a lot of magic items like these, but these are really cool and I love anything DFRPG, which is exactly why I backed the Kickstarter campaign. Really, though, the items in the book are really cool and quite memorable, and each item has a paragraph or so about how to introduce the item to the game—e.g., for the Darkrazor, which is a magical straight razor, the book explains that it’s likely to be wielded by an enemy in town than actually found as loot. Neat! Of course, it says much more than that, but that’s just a short example of the greatness within this book. Plus, as always, you can come for the items and stay for the extra little bits of rules. For example, for the Skull of the Cyclops, there’s a box that introduces a rule for a new armor material: bone. I love this kind of stuff, and this is an area where GURPS (and, thus, the DFRPG) really excels. If you want something really fun (and that’s saying something since I’m not a big fan of the standard magic system), check out the new (to DFRPG) spell named Evisceration that gets a box under the Wand of Tentacular Intrustion. Need I say more? It’s a great supplement to a great game!

Other Quick Reviews:

Quick Review of Dungeon Fantasy Monsters 2 from Steve Jackson Games for the DFRPG

Dungeon Fantasy Monsters 2 (Kickstarter) for the DFRPG came out in 2019, which makes me a little late to the party, but the… party better not be late… if they want to defeat this monsters? That wasn’t really that good. But this book is! Take the original Dungeon Fantasy Monsters book, add more classics and more original monsters, include more and better art, and then give adventure seeds to every monster. What do you get? A huge success. That’s what this book is. Yes, the deep beyonder is basically an aboleth and the forgeling is basically an azer, and I absolutely love that. I love the twists and interpretations of classic monsters (be it actually like like a chimera or ‘D&D classic’ like the aboleth), and I love the manaplasm and the fly-dragon. What’s not to love? Every monster in here is usable, and, again, the book just hands you adventure seeds (and I believe there are always multiple per monster) to help you fit them in. Okay, I’m in love with the adventure seeds. As I am the forever GM of my group, the adventure seeds are where it’s at, especially because I like to do a monster-of-the-week kind of deal, so the adventure seeds are crucial in saving me prep time. Or, if we just want to keep going, it’s easy to plop down any one of these monsters.

Other Quick Reviews:

Quick Review of the Dungeon Fantasy Roleplaying Game (Powered by GURPS), the GM Screen, and the Dungeon Fantasy Companion from Steve Jackson Games

This has been a long time coming. The Dungeon Fantasy Roleplaying Game (Kickstarter) came out way back in 2017, which is already crazy for me to think about. I think I would best describe is as the younger sibling of GURPS that is really into fantasy, which meant it was perfect for me.

5 books, 2 large double-sided maps, cardboard figures, and 6-sided dice.
Suggested Retail Price $79.95 ▲ Stock number 01-1005
UPC 091037863317
Available Now – click here to order!

430 pages. PDF. ▲ Price $40.00 ▲ Stock number 31-1005
Always Available – Click here to buy!

Just look at that. 5 books, 2 large double-sided maps, cardboard figures, and 6-sided dice. That’s 430 pages of an offshoot of my favorite tabletop RPG. I really don’t need much more in my life. It helps that the books, the maps, the figures, the dice, and even the box that it all came in are of really nice quality. I enjoy displaying them on my shelf. In fact, the DFRPG has its own section. That says very little of the content, though. I want to keep this review quick, but I will go through each piece of the box set. And then some…

Adventurers is about 123 pages, and it’s all about the characters. Chapter one (Basics) covers the basics of the point-buy system (so you’re buying traits with points instead of picking from a few cool options), the attributes (Strength/ST, Dexterity/DX, Intelligence/IQ, and Health/HT), the secondary characteristics (HP, Size Modifier, etc.). Chapter two (Professions) covers the professions, which are like classes in D&D, and many of those professions have their counterparts in that other game. Unlike D&D, because this is a point-buy system, there is a lot more flexibility, and you can spend your 250 points however you’d like on the traits available for your profession. Chapter three (Races) covers the races, which are fairly standard as far as fantasy races go. Chapter four (Advantages) covers traits that cost points, which is anything from Ambidexterity for 5 points to High Pain Threshold for 10 points to Unfazeable for 15 points. Chapter five (Disadvantages) covers the traits that give back points, which is anything from Callous for -5 points to Oblivious for -10 points to Very Unfit for -15 points. Chapter six (Skills) covers the skills that characters can use, and almost all characters can use almost all skills since they have default levels. There are dozens of skills, but the DFRPG makes choosing easy by offering packages of skills in the profession templates. Chapter seven (Cash and Gear) covers, well, cash and gear. I’ve been a bit redundant. Anyway, this is my favorite part, especially because there is so much great equipment to choose from, and the weapon and armor tables have been updated quite a bit from the original tables in the GURPS Basic Set (thanks to GURPS Low-Tech).

Exploits is about 107 pages, and it’s all about playing the game. It covers skill rolls, combat, poison, fire, treasure, character advancement, you name it! Being powered by GURPS, the rules lean toward being fairly simulationist, which means there can be a lot of them. But my emphasis in on canGURPS has received much flak for being so rules-heavy, but you are free to take what you like and leave the rest, and the DFRPG even supports that right away! Take a look at page 6:

“. . . With Spikes”

A quick-and-fun way to assess penalties is to apply a cumulative TDM of -1 per nasty qualifier that describes a task. For instance, whatever the normal modifier is for climbing or balancing on something, making the surface slimy, twisting, and smoke-obscured adds another -3. Intensifiers count! If the surface is horribly slimy, wildly twisting, and smoke-obscured, that’s -5 instead.

Furthermore, if hit locations and distance penalties are too much to remember, you can start without them. If the slam rules are too much to remember, get over it because they have been streamlined from the original rules in GURPS. If using a hex map is too much, use theater of the mind—most of my GURPS/DFRPG experience has been with theater of the mind.

Spells is about 79 pages, and it’s all about using magic. It uses the standard GURPS Magic system, which I’m not the biggest fan of, but it gets the job done, and I still much prefer it to how D&D handles magic. There are spells for almost everything—dozens and dozens and dozen of them.

Monsters is about 63 pages, and it’s all about that sweet bestiary. There are plenty of classics (or takes on classics), but there are plenty of new monsters that make it a fun read for that alone. There aren’t as many illustration as I would like, and even the illustrations leave a bit to be desired, but, on the flip side, those 63 pages are packed with monsters.

I Smell a Rat is about 24 pages, and it’s all about those first dungeon feelings. I don’t want to spoil the adventure, but it is quite fun. It’s short and sweet, and it’s easy to drop into just about any fantasy setting. With the quality map and cardboard figures, it’s really fun to set up and play.

Oh, and the Eye in Pyramid Dice are also great. I have a bunch of sets at this point.

Also, something that I love about the first couple of pages from Adventurers, Exploits, Spells, and Monsters is that they make up a little GM Screen. Of course, I went in for the physical GM screen on Kickstarter, which is not part of the boxed set, but it is unquestionably helpful.

Last but not least, there’s the Dungeon Fantasy Companion, which is Traps, Magic Items, and Against the Rat-MenTraps is about 24 pages, and it’s all about traps and puzzles with plenty of fantastic examples. Magic Items is about 24 pages, and it’s all about magical items, potions, and unique rare and very magical artifacts. Against the Rat-Men is also about 24 pages, and it’s another fun dungeon about—just kidding, no spoilers.

I backed at the $250 tier because I wanted it all (which is much more than is just listed here), and I must say that it’s probably the best $250 I’ve ever spent. To be very honest, my boxed set has not gotten a lot of use, but that is only because I run a lot of GURPS homebrew stuff. If I weren’t, however, I would probably stick to the DFRPG (with some homebrew rules that I can’t live without), and I would certainly choose the DFRPG over D&D any day of the week (not to say that D&D isn’t a fun game, but I can’t go back at this point). Still, even then, even though I don’t get much use out of it, I don’t care. I really don’t. Let me be blunt and real. For the hours and hours and hours and hours I’ve gotten out of GURPS, I would’ve gladly paid $250 to let all of those great books collect dust, knowing that I had spent good money in a good place. Because I love GURPS and I love the DFRPG so very much. They are great products made by some really great people. And I plan to play some more DFRPG, especially because there is a great setting for it that I am dying to play to its fullest: Norðlond. And I plan to get into that a whole lot after my GURPS hiatus.

Other Quick Reviews:

End of January report

Infection or no infection, injury or no injury, I can type out a short update and I did make some progress before I injured my arm. Also, I moved away from specifying my reports as for the greyfolk language or writing or GURPS because I will hopefully be talking a bit more about each of them in each report.

It took me a long time to write out this update. I’ve been working on it for two days because it’s hard, uncomfortable, and sometimes painful to type for long periods of time. Between my injury and really focusing on maintaining better posture, it just takes a lot out of me. I’ll probably be like this for the next couple of weeks, but here’s to hoping! 🍻

Conlang stuff report

If I am remembering correctly (and I’m a bit too lazy to check), when I last talked about what was next for greyfolk language, I’m pretty sure that I mentioned disyllabic roots and words were next but also that I wanted to find a way to organize them so I got good efficiency out of my choices while avoiding roots that were within Hamming Distance of each other. For example, I don’t want «meta» and «peta» because the only difference is «m» and «p», which do not have enough Hamming Distance between them (in terms of how they sound). The Hamming Distance between «m» and «p» is 1 (they are both labial sounds, which is an HD of 0, but «m» is a nasal and «p» is a plosive, which is an HD of 1), but I need a Hamming Distance that’s greater than 1 for the sounds in each word to be far enough apart to contrast. So, «mena» and «peta» would work because «n» and «t» also have a Hamming Distance of 1 (they are both coronal sounds, which is an HD of 0, but «n» is a nasal and «t» is a plosive, which is an HD of 1). That brings the total Hamming Distance between those two words to 2, which means they are far enough apart in sound (according to my parameters, of course) that I can use both words.

Of course, that means, if I want to have a lot of disyllabic roots and words, I have to be efficient like I was for the monosyllabic roots and words. Each extra syllable, however, seems to add that much more work. I talked to a friend of mine about creating a program to help me, but it seems that would be more trouble than it’s worth, but I think I found a way to do what I need in Microsoft Excel. I’ll hopefully come back to that sooner rather than later after my arm has healed and after I fully figure that system out.

Also, because Globasa does it (and I just went over how much I like Globasa in my previous post), I’ve been considering allowing «s» at the end of syllables. I need to be careful not to over-complicate my conlang, so I might just put syllable-final «s» in one of the dialects.

GURPS stuff report

As I looked back through my notes, I realized that most of my work in January (as well as December) was done on GURPS. After NaNoWriMo 2019, I was really inspired to work on GURPS again, and it was going quite well! I have a better way to merge Conditional Injury and Knowing Your Own Strength than I did before. I was still figuring out how to do weapons and armor in the least complicated way, and I was getting pretty close to something that I felt was acceptable. Instead of having a damage modifier, a weapon would have a ST modifier. That modifier would be added to the wielder’s Basic Lift, and the total Basic Lift would be the new ST of using that weapon. DR would work similarly with a tricky caveat. Yes, this requires table look-ups, but… Well, I don’t think it’s frequent enough to be awful. I’ve struggled so long with balancing realism, fairness, and ease of play.

Continuing down the path of combat while trying to balance realism, fairness, and easy of play, I have been trying to figure out how to speed up combat for a long time. There are many approaches, and I tried to define each approach by its complexity and its (level of) abstraction. One could resolve an entire combat with nothing more than a Quick Contest—that would be Complexity 1 but Abstraction 10. However, that curve is not smooth. Some methods are only a small step up on the scale of complexity while being a larger step down on the scale of abstraction, which is pretty ideal. For example, I’ve been getting really into Mass Combat and Tactical Mass Combat because the combat isn’t very complex and there are some neat ways to deal with the abstraction. However, the big problem is that PCs remain quite abstract unless you use Heroes on the Mass Scale, but that breaks down really quick for any unit that’s anything less than heroic in scale. So, I could try to rework the entirety of Heroes on the Mass Scale or just assign Troop Strength, Classes, etc. as best as possible to PCs (and any other unit, really). That idea got pretty close to one of my original ideas, which was to run combat like a D&D Skill Challenge where the PCs need x skill successes before getting y skill failures. That’s quite abstract in that it doesn’t take into account the power of the enemies! So, using Mass Combat with guesstimated stats (based on existing units, of course) seems rather balanced between complexity and abstraction, especially by allowing PCs (and enemy bosses) to perform significant actions, which is like a Skill-Challenge-esque factor in Mass Combat. Then, when I want to get a bit more tactical, there’s Tactical Mass Combat. For non-mass-scale scenarios, I’ve been working on a way to modify each for the 1:10 scale so each ‘unit’ is just a character, which is a bit trickier (but oh so satisfying) to do for Tactical Mass Combat.

Last but not least, I worked on some worldbuilding for my very own Project Sirocco, which is really going to end up extremely similar to or part of the setting from my NaNoWriMo 2019 story. I really took a dive into religion and mythology to start working on some cultures for that world. That led to a discussion about how ‘barbarians’ are the same Tech Level with different beliefs and ‘savages’ are lower Tech Level with different beliefs. I learned a lot about comparative theology and the Bronze Age and the Iron Age and Sub-Saharan African history. I spent a good amount of time trying to find places on Earth with very varied climatic zones, and I think I landed on Tierra del Fuego and the Big Island of Hawaii. There are a few places in the (contiguous) United States with very diverse climatic zones in a small area too.

Writing stuff report

I did more work in December than I did in January, but I was working on some background worldbuilding as well as figuring out how I want the story to end to myself me a clear(er) goal.

Thoughts on decapitation in GURPS

To make execution and decapitation fit the rules better, there are a couple of worthy suggestions:

Kromm says:

If “triple damage” is possible on a lucky shot, then in a set-up situation where luck doesn’t come into it, it ought to be possible as well. So a strong man (but not a musclebound thug) with ST 11 starts at swing 1d+1, adds +1 for a sword, adds +1 for a fine blade, and adds +2 more for All-Out Attack (Strong). His damage roll is 1d+5, or 6-11. To the neck, that’s 12-22. Triple it for ideal circumstances with all the time in the world, nobody fighting back, and endless practice — let’s say that a Professional Skill (Executioner) roll allows this — for 36-66. Average is 51. That’s -4xHP for most people, -3xHP for some really big ones. Three or four HT rolls are needed to survive. If the guy doesn’t die (low damage, high HT), the rare second blow will mean an average of 102, which is automatically lethal even at 17 HP.

Those who want to postulate monstrous guys with 20 HP and HT 18 will be introduced to my bigger executioner with ST 13 and a very fine blade, who will do 2d+4 and average 66 points a chop.

PK says:

My suggestion: Steal from the Forced Entry skill as well.

Professional Skill (Execution): IQ/A

This is the knowledge of how to kill another person quickly and cleanly in a controlled situation. It is of no use if you do not have complete control of your target and access to appropriate equipment (i.e., an executioner’s sword as opposed to a normal combat-oriented sword, a chopping block, etc.) Add +1 per die to the damage done to the subject if you know this skill at IQ+1, or +2 per die if you know it at IQ+2 or better. Decapitation takes at least five minutes to set up (use standard rules for reducing or taking more time) and requires a roll against this skill as well as an attack roll against the subject’s neck (almost always an All-Out Attack after Evaluating, net modifier +2). If both rolls are successful, the damage is tripled (for a net x6)!

That’s fairly generous, but frankly, for executions that don’t involve supernatural targets, I’d usually just call it death by fiat anyways. Brings the range of damage from 36-66 up to 48-78 for a skilled executioner, the average of which is enough to easily auto-kill a HT 10 man. A poor damage roll or higher HT target allows for survival rolls, which might necessitate another chop.

Another suggestion is to add decapitation to the to the dismemberment rules. A limb requires HP injury, so it follows that the neck might require HP×4 injury (or HP×2 penetrating damage), which would require 20 damage for the average human. Then, I thought about the spine hit location in GURPS Martial Arts. Of course, this has been asked before, and Kromm said:

Cervical Vertebrae (-11): Crushing, cutting, impaling, piercing, and tight-beam burning attacks from behind can target the spine in the neck. The vertebrae provide an additional DR 3. Use the wounding modifiers for the neck, but any hit for enough injury to inflict a shock penalty requires a knockdown roll, at -5 if a major wound. Injury in excess of HP cripples the spine. This causes automatic knockdown and stunning, plus all the effects of Quadriplegic (p. B150). Roll after the fight to avoid gaining this disadvantage on a lasting or permanent basis! A miss by 1 hits the neck.

So, this is getting crazy! I’ll say that decapitation can only come from targeting the cervical vertebrae (which only makes me think of my fun time with cervical radiculopathy). That -11 penalty will be hard to soak along with that DR 3. I’d be willing to say then, at that point, HP×2 injury is enough to decapitate, which is going to require 13 damage.

A true longsword (i.e., the GURPS bastard sword—they’re essentially flipped in name) wielded in one hand by a ST 10 individual can do a maximum of 7 damage, or, wielded in two hands, can do a maximum of 8 damage. A greatsword wielded by a ST 12 individual can do a maximum of 11 damage or 12 damage if it’s a falchion (rule from GURPS Low-Tech Companion 2: Weapons and Warriors). An All-Out Attack (Strong) can gives +2 damage to each of these examples, which lets the greatsword do it regularly, and, honestly, that doesn’t feel right.

By the time I had finished writing that paragraph, I started considering HP×3 injury, which would require 18 damage, and that number is much closer to the original 20 damage. It’s -2 to damage but also -6 to skill. So, I think the 20 damage to the neck (-5) works cinematically and that 18 damage to the cervical vertebrae (-11) is probably a bit more realistic. One would need ST 16 and a falchion greatsword doing an All-Out Attack (Strong) to even have a change of doing this in combat—that’s 2d+6 damage for maximum of 18 damage. Maybe Hafþór can try. Of course, if the ST 16 individual has Weapon Master and the falchion greatsword is very fine, that raises it to 2d+10 damage for an average of 17 damage, which is just shy of the 18 damage required.

Where does Professional Skill (Execution) fit into all of this? Well, let’s say that the more realistic executioner is that ST 12 individual wielding a falchion greatsword for a minimum of 7 damage, an average of 9.5 damage, and a maximum of 12 damage. Being able to triple minimum damage to 21 ensures a clean cut every time. I’d probably base it off of Power Blow a bit more, so one can either get ×2 damage or ×3 damage, depending on skill and time, which may allow for some combat use.

Anyway, thinking about damage/wounding multipliers got me in a tizzy! Multipliers don’t make much sense for logarithmic damage (which might be important if I’m using Knowing Your Own Strength, though I’m still not sure if KYOS damage is “logarithmic” or not). But changing cutting to +2 injury and impaling to +3 injury doesn’t scale either—because HP are still quadratic. Well, scaling back HP actually makes it worse in some cases unless I used some kind of system for logarithmic injury—e.g., 7 injury plus 7 injury isn’t 14 injury, it’s 10 injury (because doubling the value is a +3 under logarithmic ST). But do you have to do 10 more injury to get to 13 injury or is another 7 injury wound enough? How far down does the rabbit hole go?

And I never figured it out for sure. Of course, this will work with standard damage. It gets messy with Knowing Your Own Strength. And throw Conditional Injury in there? Then, it’s back to the drawing board.

But, if you want it to work with CI or both KYOS and CI, then I’d say that decapitation requires a Severity 3 wound, which feels like a nice little bonus for a huge -11 to hit. Normally, it takes Severity 4 for an instantly fatal wound, but Severity 3 can do it if you’re cutting at the cervical vertebrae. Sounds fair enough to me! If you can do 6 more damage to the neck, though, you’re better off not trying to soak up an additional -6 to hit.

Knowing Your Own Strength with Conditional Injury in GURPS

So that’s what he’s been doing.

You caught me fair and square. This month, I’ve spent over a week trying to figure out how to best merge Knowing Your Own Strength (KYOS) with Conditional Injury (CI). The funniest part of the story is that this came from me trying to fit some new decapitation rules into GURPS because I don’t like the idea of, if you get killed by a blow to the neck, that’s decapitation. Then, I got to thinking that using damage multipliers with Knowing Your Own Strength is a tad weird because it’s based on logarithmic ST (though, maybe not logarithmic damage), so I was wondering if damage multipliers should just be damage bonuses.

Then, I found Anthony’s Logarithmic Damage. One way or another, that pointed me toward Conditional Injury. So, then, I wanted to marry KYOS with CI.

So, I started a thread about it. So far, I’m left with this:

Ultimately, what I want is a system to use Knowing Your Own Strength (KYOS) from Pyramid #3/83: Alternate GURPS IV and Conditional Injury (CI) from Pyramid #3/120: Alternate GURPS V. Ideally, it would be realistic, easy-to-use, and work directly with KYOS and CI as opposed to creating a parallel system. There has been a lot of great work so far, and I’m extremely grateful to each of the contributors.

THE +30 = ×10 SYSTEM

This is what Anthony’s Know Your Own Damage is based on, and Anthony has listed the advantages of this system here. It is complete, but it doesn’t satisfy the idea of directly working with KYOS and CI because there isn’t enough information on how the systems interact.

THE +24 = ×10 SYSTEM

This assumes that BL in KYOS is converted to be +10 = ×12. It’d be a bit of extra work. Plus, dataweaver mentioned that it “gives you easy squares and cubes”. Anthony argues that it gives “nasty numbers”, and dataweaver argues that it’s “less of a concern […] since we’re actually more interested in ranges of values than exact values”. Earlier in the thread, dataweaver detailed these values here.

THE +20 = ×10 SYSTEM

The +20 = ×10 system feels the best to me. It seems like it would take the least effort to get working directly with KYOS, especially because BL in KYOS is based off of +10 = ×10. KYOS also converts BS ST into KYOS strength this way since KYOS ST is based on 20 times the log of BS ST. dataweaver details a conversion from BS HP/damage to the +20 = ×10 system here. RyanW’s System is described by RyanW as being based on +20 = ×10 here.

RyanW’s System

  • RyanW’s original thread can be found here.
  • RT = (ST – 10) / 3 + 4.
  • WP = (ST – 10) / 3. Roll 1d6—on 1 or 2, give -1 WP; on 3 or 4, give +0 WP; on 5 or 6, give +1 WP.
  • Swing = +1 WP (or +3 ST).
  • BS ST-based weapon damage is divided by 2 and rounded away from 0, then applied to WP.
  • BS DR is converted to DR the same way BS HP is converted to RT.
  • When WP exceeds DR by 3 or less, the WP is reduced:
    • By 1: -3 WP
    • By 2: -2 WP
    • By 3: -1 WP
    • By 4+: -0 WP
    • Where multiple sources of DR apply, apply the reduction for each in turn and check the remaining against the next source of DR (which might be cumbersome in games where layered armor is common).
  • Apply the rules from CI normally starting at Injury and Severity.
  • ST [5/level], RT/WP [10/level], but you must stay in your allowable range.

My Suggestion

In order to keep the regular ST [10/level], I suggest multiplying everything before Severity by 3 and then dividing it by 3 for Severity, which also helps with the resolution.

  • RT = ST + 2.
  • WP = ST – 10. Roll 1d6–3, then apply result to WP.
  • Swing = +3 WP.
  • BS ST-based weapon damage is multiplied by 1.5 and rounded away from 0, then applied to WP.
  • When WP exceeds DR by 25 or less, the WP is reduced:
    • By 1: -19 WP
    • By 2: -14 WP
    • By 3: -11 WP
    • By 4: -9 WP
    • By 5: -7 WP
    • By 6: -6 WP
    • By 7: -5 WP
    • By 8–9: -4 WP
    • By 10–12: -3 WP
    • By 13–15: -2 WP
    • By 16–25: -1 WP
    • By 26+: -0 WP
    • Where multiple sources of DR apply, apply the reduction for each in turn and check the remaining against the next source of DR.
  • Severity = (WP – RT) / 3.

What I Don’t Know

  • Where RyanW’s system falls on the scale of realism.

dataweaver’s +20 = ×10 System

  • HP is based on +20 = ×10 (the big difference from Anthony).
  • RT = HP + 10 or 20 × log(BS HP).
  • WP = damage + 10.
  • BS DR is converted the same way that BS HP is, so BS DR 1 → DR 0 and BS DR 10 → DR 20 (and BS DR 0 → DR -∞).
  • To apply DR, use WP – DR to find out by how much to reduce WP.
    • ≤0: no damage
    • 1: -21 WP
    • 2: -13 WP
    • 3: -10 WP
    • 4: -8 WP
    • 5: -7 WP
    • 6: -6 WP
    • 7: -5 WP
    • 8: -4 WP
    • 9–10: -3 WP
    • 11–13: -2 WP
    • 14–19: -1 WP
    • ≥20: -0 WP
  • For damage, roll 5d, add the highest three dice to WP, then subtract 14 from the result to get the final WP.
  • The Conditional Effect Table for CI is rescaled so that the Severity column is divided by 3 and multiplied by 10. So, ±6 becomes ±20, ±5 becomes ±16, ±4 becomes ±13, ±3 becomes ±10, ±2 becomes ±6, and ±1 becomes ±3. All of the Severity modifiers need to be rescaled in the same way—e.g., impaling damage goes from +2 to +6.

What I Don’t Know

  • How to calculate HP (from ST, from weight).
  • How to add or subtract ST-based weapon damage.

Anthony’s +20 = ×10 System

  • HP is based on +30 = ×10 (the big difference from dataweaver).
  • RT = ST × 0.2 + 2.
  • ST = Mass × 2/3 – 2. However, if HP is based on Mass and damage is based on ST, the two values don’t align. To resolve this, add in weapon weight. Damage scales with ST + (weapon Mass/3).
  • Mass = (ST required to lift an object as 1 × BL).
  • RT = (Mass × 2/3 + 2) × 2/3 – 2.
  • 0.2 RT [2/level].

What I Don’t Know

  • How to add or subtract ST-based weapon damage. This seems to do with “Damage scales with ST + (weapon Mass/3)”.
  • How to calculate WP (from damage). This seems to do with “Damage scales with ST + (weapon Mass/3)”.
  • How to calculate DR.
  • How to apply DR.
  • How to rescale Severity and Severity modifiers.
  • In BS, a 125,000 lb creature is assigned BL 2,000. With KYOS, a 125,000 lb creature would be assigned BL 20,000. Why? Yes, KYOS gives ST = 10 × log(weight in lb/6). How realistic is each number?

A MESSY SOLUTION

Everything is calculated per BS except for ST, which is the default assumption of KYOS. However, for this, damage is reverted to how it was before for calculating reasonable WP.

  • ST 10 [0] = BL 20 = 1d-2/1d damage = HP 10 [0] = 125 lb.
  • ST 16 [60] = BL 80 = 2d-1/3d+2 damage = HP 20 [8] = 1000 lb.
  • ST 20 [100] = BL 200 = 3d+1/6d-1 damage = HP 32 [24] = 4096 lb.
  • All of this is input in CI as normal.

The only thing that doesn’t work is KYOS ST = 10 × log(weight in lb/6) with -4 for humans. That would give ST 9, ST 18, and ST 24, respectively. It just doesn’t seem to line up with BS HP = 2 × (weight in lb)^(1/3), assuming ST = HP, then converting BS ST to KYOS ST.

And it is messy. It requires buying extra HP, and damage will always be looked up from a table because the progression is awkward. Plus, this relies on the large HP and damage bands in CI.

Though, I don’t like the damage progression in BS. So, I use tbone’s New Damage for ST. If you don’t mind everything being a bit deadlier, use it as is with “medium” damage and “large” damage on the New Damage Table (or you can use it in conjunction with tbone’s Toughness). Otherwise, per tbone’s suggestion, you can use “small” damage and “medium” damage on the Expanded New Damage Table (and it’s suggested to give big weapons a damage boost). Personally, I think there’s a nice middle ground in using the New Damage Table and shifting the table to ST 7 is ST 10, so ST 10 is 1d-2/1d damage.

That leaves me with the following:

  • ST 10 [0] = BL 20 = 1d-2/1d damage = HP 10 [0] = 125 lb.
  • ST 16 [60] = BL 80 = 2d/3d damage = HP 20 [8] = 1000 lb.
  • ST 20 [100] = BL 200 = 3d/5d-1 damage = HP 32 [24] = 4096 lb.

Alternatively, you could throw out KYOS altogether and use tbone’s A Better Cost for ST and HP. Compared to KYOS, 300 points for tbone’s BS ST 100 (BL 2000, 10d/15d damage) is still more expensive than 200 points for KYOS ST 30 (BL 2000, 5d+2/6d damage), but it’s not horrible.

  • ST 10 [0] = BL 20 = 1d-2/1d damage = HP 10 [0] = 125 lb.
  • ST 20 [100] = BL 80 = 2d/3d damage = HP 20 [0] = 1000 lb.
  • ST 32 [155] = BL 205 = 3d/5d-1 damage = HP 32 [0] = 4096 lb.

Current Thoughts

It really is a toss-up between a few options right now.

It’s a life update!

This is mostly for me, really, but you might learn some fun things too!

The weather was warm today! That was nice. I’m slowly recovering from my cervical radiculopathy, I think.

I’ve been listening to the My Brother, My Brother, and Me podcast as well as the audiobook for A Memory of Light from The Wheel of Time series.

What about video games? Grim Dawn just got its Forgotten Gods update. I love that game and I’ve been meaning to get back to it once the update came out! Deep Rock Galactic also just got a substantial update. It’s been a minute, but I’ve also been enjoying Stardew Valley a lot. Also, both Borderlands 3 and Borderlands: Game of the Year Edition were just announced, so that’s really exciting. It’s also Pokémon season—supposed leaks about Pokémon Sword and Shield have been everywhere. Super Mario Maker 2 and Crash Team Racing Nitro-Fueled are both coming out in June. There are rumors about two new Nintendo Switch console versions being released. I’ve been meaning to play some more of Wargroove ever since the update for that came out. And I’m always on Metroid Prime 4 and Animal Crossing watch. I’ve got a bunch of other games in my backlog like Divinity: Original Sin 2, which I’ve been dying to give another shot. And they just announced Divinity: Fallen Heroes, which looks pretty cool. And there’s Pillars of Eternity II: Deadfire which is getting a turn-based mode reminiscent of what I love so much about the Divinity series. And what about Dwarf Fortress and Halo: The Master Chief Collection coming to Steam? And what’s this about Risk of Rain 2? That looks really interesting, though I couldn’t much get into the first one. It’s a good time to be alive… and I’m starting to think that this post was just a subconsciously-created excuse to talk about all of the overwhelming feelings about video games I apparently have. I don’t even consider myself a gamer, but look at all of those great games!

I’ve been reading the manga of and watching the anime of JoJo’s Bizarre Adventures, and, boy, has it been an incredible journey. オラオラオラオラ! Not only do I finally understand all of the memes, but it has been deeply inspirational.

There’s also The Great British Bake Off, which I’ve been watching with my girlfriend. And Daredevil, which I’ve been watching with her and my dad—it’s been a bit disappointing. I still need to watch Get Out and also The Cat Returns. My girlfriend also told me that Legally Blonde is on my list. Like, she told me that just now. Oh, and we just watched Incredibles 2! That was nice.

The GURPS-related DFRPG Kickstarters for Dungeon Fantasy Monsters 2 and The Citadel at Norðvorn were both big successes as far as I could tell. I’ve also been watching the development of Ooblets over on Patreon, which could also go under video games, but talking about Kickstarter is what made me think of it. Oh, and, likewise, I’m also watching out for Littlewood.

Lots of (Powered by) GURPS Kickstarters

On the off-chance that someone sees this and then on the further off-chance someone thinks, “Wow, wait, I love GURPS too”, I have some news. There are currently two active Kickstarters where you can show your support for GURPS as I have done so: SJ Games’ Dungeon Fantasy RPG Monsters 2 as well as Douglas Cole’s 3rd party (though it doesn’t make it any less better—perhaps, it makes it even more betterer to see high-quality 3rd party support, but now I’m rambling in this parenthetical) The Citadel at Norðvorn.

Maybe I’ll come back around and do a review for the DFRPG box set as well as Douglas Cole’s previous supplement—Hall of Judgment. Before I do something like that, however, I need to add some more language stuff and also work on my own personal GURPS campaign—Project Sirocco.