GURPS FF&S
In reply to #8017 GURPS FF&S by J Roberson
Haven't got back robo-response so here goes again. First time I've had a problem with TML. . . >I just bought GDW's FF&S yesterday, hoping to design some high-tech weapons >and vehicles. After glancing through it, I believe it is *much* better than >GURPS vehicles for designing spacecraft, and generally better for anything >beyond GURPS TL 9 (I think that's an Imperial TL 10 - not sure). > >Anyway, what I would really like to do is revise the GURPS fire combat >rules to make them a little more streamlined and less overwhelming in >damage. The two biggest complaints I have about non-fantasy/lowtech GURPS >is: > Gun stats are too detailed for quick play. > Damage is excessive. > >I find that the range mods in GURPS go up and down to quickly to keep good >track of accurately, especially if more than 4 people are involved. I also >concur with the excessive damage - I believe ultratech combat stats could >be scaled back a tad with no problem. > >ANYWAY - I was wondering if anyone else had done this, or would be >interested in the results. > >ALso, I'd like to use FF&S to create Shadowrun weapons - far more difficult >because of the way Shadowrun does damage. Any takers? Consistency is a Flaw J Roberson [email removed] [email removed]