"Kent Allard" <
evil@hearts_of_men.net> ha scritto nel messaggio
news:evil-600190.2...@news.supernews.com...
>
> If I were to get into some weirder territory, like having the players
> construct
> Steampunk zeppelins or custom pod racers, would it be worth getting GURPS
> Vehicles and the two expansion books or will it just add an extra level of
> complexity to my game that no one needs?
GURPS Vehicles is a 3e book. It will require some tweaking if you are using
4e rules for everything else.
That said, the main usefulness of GURPS Vehicles is exactly in building
non-existing vehicles, like the ones you mentioned above. For anything that
was actually built in real life, you can do your own research, use real life
stats, assess the few 4e stats that are needed, and you can use the 4e rules
for vehicle combat. But you can't do that for something that was never built
in real life.
If you really want science-fiction starships or zeppelin steamships or Star
Wars vehicles, AND you are using 4e rules, you have two choices:
a) make up things like their weight, speed etc. as they sound good to you,
the GM,
b) use GURPS Vehicles 3e to do the math so that you get the main stats that
way. This will make you reasonably sure you don't end up with a ridiculously
wrong (and, therefore, hardly believable by your players) performance figure
or such. Then convert the data to 4e and use 4e rules.
That's for vehicle design. GURPS Vehicles 3e will also provide you with some
realistic, optional rules for vehicle combat that aren't available in GURPS
Basic, starting with detection at range, and continuing with special
maneuvers.
Michele Armellini
http://e23.sjgames.com/search.html?keywords=&author=Michele+Armellini