Subject: [gurps] gurps question

I just GM'ed my first gurps game this Sunday! We're playing a home-grown dark fantasy game.

Congrats!


I've been GMing for a while now (D&D and WOD/Storyteller system mostly) and so far I like the flexibility of GURPS 4th edition. I had a few quick questions though. I hope someone can help
me.



* On some weapons, like broadswords, the Basic Rules have damages for both thrusting and swinging damage. For example, on page 274 of the Basic Rules, it shows a Greatsword as sw+3 cut reach 1,2 OR thr+2 cr reach 2. A similar situation is found with the Katana which does sw+2 cut reach 1,2 or thr+2 imp 1. Does this mean the player can use either attach with that weapon, but has the damage multiplier and reach specific only to that attack? So if he uses the thrusting attack with the greatsword, it only does crushing damage (no multiplier if I remember) and can only reach 2 yards away. If this is the case, why ever use anything but the
swinging/cutting attack and damage with a greatsword?

The range. If someone sees a foe preferring the Impaling attack of a greatsword, they will try to press into Range 1.


So, from B16, ST 12 means 1d+5 (cut) or 1d+2 (imp) for averages of

8.5 and 5.5 of raw damage
12.75 and 11 against unarmored targets


The reason one may prefer the impaling is against the mail armors which have reduced protection against impaling.

e.g.
Vs. mail shirt DR4/2

raw: 4.5, 3.5
multiplied for damage: 6.75, 7

There are also some foes that have damage resistance versus swing.

(also, one could wield a pole with this skill to impale a vampire)





* Do players ever "roll for initiative" like in other games? If not, do all actions happen at the same time or can you kill off an enemy before he gets to attack because your basic speed
let you go first?

During Surprise, in which people with Combat Reflexes have a huge advantage.


Yes, it is the case that people act in descending order of speed.
See p. B362 "Combat Turn Sequence"


* On muscle powered weapons such as bows and crossbows. Is it true that the bow or crossbow has its own strength, rather than use the strength of the character who is wielding it? So if a character happens to find a bow that is "STR 10" he only uses that strength level for damage
rolls, even though his actual character's strength might be 15?

If you have that ST, you can load the bow in the listed ready turn.

Crossbows use thier own ST (see p. B270)

Bows do as well.

Bows are only so strong, but a character must be strong enough to pull it back. Being stronger does not help do more damamge. Thus real archers have bows custom-made to thier ST.

(Low-Tech p. 113)

There are tools a crossbow wielder can get to increase his effective ST when nocking the weapon.


* In the clerical magic system, do clerics use up fatigue points?
Also, since they have no pre-requisites for their spells, what's to stop them from just learning the powerful spells only and skipping the basic ones (other than the deity or GM
intervening)?

Yes, and nothing. GM intervention is important.

Coming from D&D, I expect the neophyte to start with the most basic spells, such as create light and Bandage Wounds... :)


I'm sure I'll have more questions later. The GURPS system seems simpler that AD&D 2nd Ed. but more complicated than storyteller. However I was really impressed with the characters my players made, because it let them customize the characters and break outside of the cliché' D&D
classes of fighter, ranger, rogue, cleric, wizard, etc.

That's what makes it great!

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