The bard might also be the one expected to catch puns
5too
Hah, I find I can be VERY expressive and creative in GURPS!
I'm a GURPS fanboy. Complexity is determined entirely by how many rules the GM and players agree to - I've got a player with dozens of skills and several wonky abilities who plays side by side with an 8-skill player. They both do well, and both have what they want - one character is just more detailed than the other.
The trick with GURPS is to pull in the bare minimum of rules that you need for the kind of game you want. If you don't like how a rule works? Swap it out!
I've enjoyed the Ironsworn line too, for a different feel. That's a much less complicated system that can also be played GM-less, it works narrative elements into the engine - the story dictates how the rules apply!
GURPS Vehicles had some options that you needed to do a little calculus for, iirc. To be fair, that was an extremely optional add-on, and the calculations were done as part of designing your custom vehicle, not in play!
Their speed/range penalty calculation is also logarithmic I think, but nobody actually calculates that - you just look up the adjustments on the table, which is reprinted all over the place (rulebooks, character sheets,GM screens...)
The red is done for dramatic effect in rodeos; it's movement they react to. Especially if they're feeling agitated, as in a rodeo.
Huh, TIL on the snakebite thing. I was pulling that from an old boy scout manual, just remember something about cutting the wound site first.
The red of the cape setting off a bull is a myth, sure; but you still don't want to wave any capes around in front of a pissed off bull! I'll stand by how I phrased that claim :p
Most people know about sucking venom from a snakebite, even if they're not clear on details. They also know you probably don't want to wave a red cape in front of a bull.
I think there's allowable degrees, and that it's table-dependant.
In general, knowing trolls are vulnerable to fire is fairly common player knowledge. I'll also point out that even in The Hobbit, when the trolls petrified in the sunlight, the narrator says "for trolls, as you probably already know, must be underground before dawn." This troll vulnerability is common knowledge in middle earth!
I think that if a GM wants a little known vulnerability, they can do a little extra work to make that easier for the players to respond appropriately to. Trolls work far better as a fairly tough monster with a fairly well known vulnerability. If you want that to be different, I'd use a troll variant, and make it clear that these creatures don't fear fire!
Lol, should have Googled it first after all!
Here I was hoping I could get someone excited to geek out about how all these new-to-me systems play together!
I thought I was at least somewhat in tune with the RPG community, but... I know none of these names.
Anyone in the know interested in enlightening me?
Ten minutes should let them get up to all sorts of shenanigans!
But, fair point on the con save. Pesky resistance...
What? No, I haven't played since a few sessions decades ago!
GURPS, on the other hand... Along with Ironsworn, maybe a little Savage Worlds...