GURPS Ultra-light is actually a two ” by 11” page PDF where one page is the assembly instructions for the other. The actual working copy is. So, what do you think of Gurps ultra-lite? Personally, I am a fan of simple game systems and I’d like to give it a try some day. The only problem I. I supported because ” because those boardgames aren’t going to play themselves” – Matt Mason (CiviliTalismaniac). +.
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I decided to try to create my own version of Ultra-Lite that has the “real” character building rules and a lot of the real combat rules. I only used rules from Lite and Ultra-Lite so I’m not “giving away” any rules.
You can download it here. I think, with this project, I’m trying to build towards something I feel GURPS has lacked for a while – a single, simple fantasy adventure with all the rules necessary to run it included. I’d love to see something like this that could be used to get new players into the game very quickly and show them what GURPS is really about. The problem I’m having moving forward is that neither Lite nor Ultra-Lite include ANY magic rules, and I don’t see how you could have a fantasy adventure without them.
Thoughts and suggestions on that?
Here is a list of how I decided what to put into my Ultra-Lite rework. Simply too much data to include in a two-page version. These are both just attribute rolls against IQ.
Didn’t feel the need to include their specific rules. Since we’re abstracting ranges there’s only Melee and Missile rangeit’s cut. Good Lord, there’s a lot of grps there.
For ranged weapons, instead of using the Dmg of the character, I used the Thrust damage of the weapon’s required ST and made that a locked roll; thus all ranged weapons do minimum damage.
Since there are no rules for accidentally hitting your own party members if you shoot into melee and thus players will be constantly doing itreducing the uktra-lite ranged attacks do seemed a nice compromise. No damage bonus for high skill.
Cut for now, unless I can find a way to get basic magic rules in. Minimum ST for weapons: Even if Gjrps keep Fatigue, this is gone. I locked the TL at 3 and only allowed appropriate weapons. I wanted the skill list to be mostly IQ skills since every single weapon skill is a DX skill.
I also wanted an HT skill in there; fortunately Carousing fit the bill perfectly. The recovery rules are nasty; basically any combat that actually threatens a character’s life reduces them below 0 HP takes them out of play for weeks. This is another reason I uotra-lite to get Magic in.
GURPS Ultra-Lite Rework – Steve Jackson Games Forums
Find More Posts by Viridian. I like it a lot. I could hand it to players, have them create characters in about 5 minutes, and then start ultral-ite simple yurps. Two quick thoughts, both really minor: Something like 60 would work for me. This doesn’t matter, really – clearly we’re a long way from TG here! These are both really minor quibbles. Basically I love it. Originally Posted by Viridian. Originally Posted by Joe.
Sorry to keep on posting, but another thing I like about this: In fact, I can easily imagine starting a group off with this version of micro lite “Everyone make 60 pt delvers using these 3 pages! You have 5 minutes! An awesome way to start a new campaign for new players! A thought on this: Each would just be a total point cost, together with a very short list of spells, already chosen for you, and explained briefly.
All the spells would be cast at IQ. Behind the scenes these packages gur;s be priced to include either Magery 2 or Power Investiture 2, as appropriate, plus 1 pt in each of the relevant spells. Two is a good number to choose, partly because it’s kind of average, and gurpss because it allows you to say “You can cast all these spells at IQ,” which is nice and simple. Find More Posts by thrash. Originally Posted by thrash. Wizard had a fairly balanced spell set, though necessarily combat oriented.
Last edited by Viridian; at So the spells I’m leaning towards are things like Hinder, Clumsiness, Paralyze Limb, Fireball gotta have at least one missile spell in thereetc.
Warehouse 23 – GURPS Ultra-Lite
Originally Posted by Peter Knutsen. Most people coming from outside of GURPS would expect a spell named “fire ball ” to be an area-of-effect spell. All times are GMT The time now is Page 1 of 3. Find More Posts by Joe. Originally Posted by Joe I like it a lot.
Originally Posted by Joe A thought on this: Originally Posted by Viridian So the spells I’m leaning towards are things like Hinder, Clumsiness, Paralyze Limb, Fireball gotta have at least one missile spell in thereetc. Find More Posts by Peter Ultra-litw.