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Difference between revisions of "GURPS 4th Edition"

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(GURPS tips on Roll20)
(Macros)
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just get a "/r 3d6" [[Macros|macro]] and you are all set.
 
just get a "/r 3d6" [[Macros|macro]] and you are all set.
  
you can also setup damage macros for various multiples of 1D6 and add modifiers when calling the macro (eg. 1D, 2D, 3D, 4D, etc). Then the command would be "#3D -1" (you must include the space between the macro call and the modifier).
+
you can also setup damage macros for various multiples of 1D6 and add modifiers when calling the macro (eg. 1D, 2D, 3D, 4D, etc). Then the command would be "#3D -1" (you must include the space between the macro call and the modifier). --[[User:84725|84725]] ([[User talk:84725|talk]]) 00:15, 4 May 2013 (EDT)
  
 
=Setting Characters=
 
=Setting Characters=

Revision as of 04:15, 4 May 2013

Contents

Intro

GURPS 4th Edition CAN BE a very tactical game, even on simple fantasy settings with low power levels, player characters have many options on how to attack, how to defend, how to move and even how to dogde, and they still face many more different ways to get killed if they don't "get" the big picture of the situation.

Therefore, having a platform like Roll20 will help a lot players and game masters that like to keep their encounters very tactical, giving players a hand to figure where is cover, who has line of sight, etc.

however, remember to keep your game in a level of complexity that everybody will enjoy, not everyone likes spending an day to figure out if a sniper shot will hit.


Setting the Battlefield

Suggested Setup

So, lets make your battlefield more GURPS oriented.

Open your page menu and set it like so:

Page size: any by any Scale: 1 hex should be 1 yard or 1 meter, it's not canonical though, feel free to amp this IF (and only IF) everyone is a giant or piloting a MECHA or something.

background: I like to keep it a simple white.

Grid: Enabled, size 1 unit.

Diagonals: Pathfinder gives the best results, where every adjacent hex's center is 1 unit away.
Type: Hex (H) works best.

Show labels Sometimes can be heavy on the eyes, but in situations where some player characters are hidden, it's useful because you can whisper them their coordinates and have feed back like "I am moving to Hex V18".

Opacity: full on!

Fog of war: Your mileage may vary, but for me it adds another layer of complexity to something pretty complex. so I prefer to turn it off.

GM opacity: full on!

Macros

At the time of this writing, the dice and math mechanics available for common free users don't give GURPS players any special kind of optimization, since most rolls are under a constant change of bonus and penalties, so there is really one thing you can do: set a macro to roll three six-sided dice (3D in GURPS), the most common roll.

just get a "/r 3d6" macro and you are all set.

you can also setup damage macros for various multiples of 1D6 and add modifiers when calling the macro (eg. 1D, 2D, 3D, 4D, etc). Then the command would be "#3D -1" (you must include the space between the macro call and the modifier). --GManator (talk) 00:15, 4 May 2013 (EDT)

Setting Characters

TO DO.

GURPS tips on Roll20

CONDITION & MODIFIER CARDS: Create an infinite card deck for the various GURPS conditions & modifiers (stunned, wounded, bleeding, vision penalties, etc) and make it fully available to the players. They can then pull them from the deck into their "Hand" to remind them of their current conditions. Include the basic rules for each condition on the card.

TURN ORDER TIPS: Below each player's entry in the TURN ORDER add the following:

  • Affected By Modifiers?
  • Movement
  • Roll Defence or Attack
  • Roll Damage
  • Apply Damage Modifiers
  • Apply Damage

--GManator (talk) 00:14, 4 May 2013 (EDT)