Thursday, July 12, 2018

Pseudobot: More Grand Unified Hit Location Table stuff.

Fixed a few bugs, added the ability to lookup sublocations, and added an option to use them in the explosion calculator for shrapnel hit locations.

Thursday, July 5, 2018

Pseudobot - Grand Unified Hit Location Table

The first time I used this picture
to announce this function, it was
irrelevant. Now that I have used it
again, it has become relevant.
This is meta.
I've added the popular house ruled hit location table that tries to reconcile a bunch of seemingly incongruent hit location tables into one. Read more about the design of it here. Access it with .guhlt.

Thursday, June 28, 2018

Pseudobot: Small Maintenance Update

People requested error messages for the range commands. So I added error messages to the range commands.

Thursday, June 21, 2018

Review: Pyramid #3/115 - Technomancer

Last month's pyramid.
So, it's been out a whole entire month. I've liked this issue so much, that I went and got the two other Technomancer books in the sale on warehouse 23 that's ending soon. I need to write something, and I don't have a lot of time, and I'm not feeling well, so hey, a review of something I really really liked for the first time in a while. To summarize the theme of this issue, it is updating the GURPS 3e setting of Technomancer to 4e. The articles have a bunch of different ways to integrate it with existing material. Even though the issue is focused on Technomancer, it is interesting in that a lot of the content is setting agnostic, and useful without that book. Feel free to keep reading and I might explain why.

Thursday, June 14, 2018

Mechanics: Encumbrance

Someone else's
Encumbrance is a thing that can be annoying to track, and extremely deleterious when tracked; a constant enemy of the low-tech combatant. Here's a small rundown of ways that people can defeat it.

Thursday, May 31, 2018

Review: Thaumatology

Cover art that takes up over
50% of the cover!
This is a long, pretty important book. It's pretty useful for anyone that cares about magic of any kind in their adventures and campaigns, and it is big. That is redundant but true. It's also a pretty entertaining read for people that like reading over mechanics, but it is a bit like drinking straight from the hose. Reviews try to answer a few hard subjective questions about whether a book is "good" or "important" or whether the reviewer would "recommend" the book, and my answers to those questions, Re: Thaumatology are somewhat nuanced. I think the book is a very dense exploration of a lot of topics, and for people that like reading manuals, it has a lot to pick through and ruminate over. In terms of application however, I personally haven't found it fundamental to my games or mechanical navel-gazing; there are a few extraordinarily valuable gems of worth hidden inside, but for myself, I had this feeling that the book deep dived often on things that were superfluous, and when it reached a place where it got interesting, it was disappointingly shallow. Finally, despite that, I think it is worth recommending, but specifically if one has already found a magic system that they like and want to fine tune it; the tools only help slightly for spinning something up brand new whole-cloth, and personal opinion, many of the standalone systems in the book are easily eclipsed by the regular Magic from Basic Set in terms of huge catalog; Sorcery for a semblance of "balance," or Ritual Path Magic for solid fundamental mechanics for a flexible system (with a slippery power curve.) However, if you have found a system you like, this book can help fine tune them into something that matches your specifications and expectations even better. Let's take a closer look then.

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