GURPS FF&S

By J Roberson ·

TML message #8025From bundle 642Read the whole thread (2 messages)All messages with this subject

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]