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 /r/GURPS Monthly Campaign Update
Posted: 2026-02-01T11:00:42+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator

This is a monthly r/GURPS thread for anything and everything related to your own campaigns. Tell us how you and your friends are making out. Update us on the progress of your game. Tell us about any issues you've run into and maybe we can help. Make suggestions for other players and GMs.

– submitted by – /u/AutoModerator
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 /r/GURPS Monthly Campaign Update
Posted: 2025-05-01T10:01:00+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator

This is a monthly r/GURPS thread for anything and everything related to your own campaigns. Tell us how you and your friends are making out. Update us on the progress of your game. Tell us about any issues you've run into and maybe we can help. Make suggestions for other players and GMs.

– submitted by – /u/AutoModerator
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 Based on both Characters and the Sample Combat Scenario I have, Please tell me I am closer to learning this game?
Posted: 2026-02-20T14:03:38+00:00
Author: /u/towerbooks3192https://www.reddit.com/user/towerbooks3192
Based on both Characters and the Sample Combat Scenario I have, Please tell me I am closer to learning this game?

Hello Guys!

I finally gave in and used the GCS. I plan to go somewhat analogue for my solo plays but I tried to mess around just to get a feel of things. I plan to play as Bingus my dirt poor adventurer with nothing but 62 points and his own two hands. He is trying to find a master to train him and he has met Betty. To try and get Betty to teach him, they entered into a duel and this is a sample round as follows

Master Betty vs Bingus

> Master Betty Attacks first (7 BS vs 5BS)

Round 1

> Master Betty attacks (All Out : Determined) Bingus Head (-7)

?d 3d6 10 < 17 Karate - 7 aimed at Skull + 4 Determined = 14 Attack is good

>Bingus attempts to parry

?d 3d6 9 < Parry 11 = Attack parried

=> Bingus Parried the first Attack

> Master Betty's Second Attack (Extra Attack 1) All Out:(Determined +2) Punch(1d+1cr) to groin(-3)

?d 3d6 9 < 17 Karate - 3 (groin) +2 Determined = 9 < 16 = Attack is good

>Bingus attempts to Parry

?d6 3d6 9 < 11 Parry = Attack Parried

=> Bingus managed to parry Master Betty's Ball Punch

>Bingus Counter Attacks All Out : Strong (+2 DMG) punch 1d+1cr

?d 3d6 8 < 16 Brawling = Attack is good

=> Master Betty cannot defend due to all out attack

?d 1d6+1 = 4 + 1 = 5 DMG

=> Master Betty HP 6 Shock 4

I am trying to build up a character as plain as possible just enough to be serviceable for combat, compile them all and then reuse them as I go with my campaign. I need some feedback if I am on the right path in understanding the combat lite chapter of the Basic Character book.

– submitted by – /u/towerbooks3192
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 what yall think of this character my player made with me for my first gurps campaign. Setting is Cataclysm dark days ahead inspired apocalpyse with 75 + 25 points. Cataclysm is a semi cyberpunk apocalpyse game where most of the apocalpyses happened at same time. Would you recomend some change ?
Posted: 2026-02-19T16:27:59+00:00
Author: /u/Saladawarriorhttps://www.reddit.com/user/Saladawarrior
what yall think of this character my player made with me for my first gurps campaign. Setting is Cataclysm dark days ahead inspired apocalpyse with 75 + 25 points. Cataclysm is a semi cyberpunk apocalpyse game where most of the apocalpyses happened at same time. Would you recomend some change ?

Game setting takes place in 2040.

World is slowly collapsing due to climate change, World wars, Rebellions, food shortages and all those good stuff.

Players are supposed to be Somewhat normal people a bit more skillfully with the option of having cybernetics or mutations.

Players start in the independent republic of California which is one of the few stable places on the world remaining in lore. This is more to justify players being able to start with more varied starting equipment since it would be legalized to carry and because i think a zombie game on california could be cool

Players are aware that all nation states are about to collapse and their starting city will get nuked, they are all neighbors on the same apartment building and have to find a way to escape the city on this first story arc.

This guy choose to be something like a collage professor/scientist

Overall what you guys think and should this character have varied skills on different things ? Or is he alright for his character ideia of being a smart teacher while also being the equivalent of a "support class" for the team.

(If i forgot to update anything to tl 9 on the sheet ignore it and consider it as TL9)

– submitted by – /u/Saladawarrior
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 I really want to get on GURPS since i didnt find a nice system for my custom setting other than this one but i am a bit scared of the crunch
Posted: 2026-02-19T19:50:46+00:00
Author: /u/Jaceaxehttps://www.reddit.com/user/Jaceaxe

Hi, i'm a long time GM, i've mastered games that were mostly narrative centric and the most crunch learning i had to make was just for stuff like the Old WoD games and CofD.

Beign a little scared of the crunch and knowing its a game with modular rules made me want to tell you some basics of what i want from my adventure and you can suggest manuals for that alongside some suggestions for approaching this game as a new GM.

Will you help me?

Here are the basics of my settings:

-its a post-apocaliptic medieval setting where a bunch of trees sprouted from the ground really fast, warping entire landscapes with their roots

-the PC are displaced people, survivors and refugees from many walks of life.

-Life in this setting is full of hardships but its not totally bleak, sometimes large towns thrive if people can put aside their differences and organize, but its much easier said than done.

-Combat should be quick and dangerous most of the time, especially if the party is outnumbered, so the bulk of the adventure will be in the form of exploration/survival

-Magic exist, only few people are born with magical abilites, very much like sorcerers from D&D, with two important differences: those are gift of the gods, as such they can be taken away if there's not a transational relationship in form of offerings to any god and they can pass those power to a successor, usually a son/daughter, a promising young temple assistant or an appointed nobleman/noblewoman. Most of these magic wielders are priest in a greco-roman sense or appointed nobles and those who are not tend to be scorned or, worse, killed outright since "they refuse to help their community with their powers". Layman magical istitutions exists but they tend to be fewer and they clash with many local temples and shrines authorites which are not centralized.

– submitted by – /u/Jaceaxe
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 The Titans' Crusade, Part 1
Posted: 2026-02-19T23:27:39+00:00
Author: /u/I_m_differenthttps://www.reddit.com/user/I_m_different
The Titans' Crusade, Part 1 – submitted by – /u/I_m_different
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 Star Trek campaign using GURPS (4th ed.) Space
Posted: 2026-02-19T04:24:34+00:00
Author: /u/StrategosRiskhttps://www.reddit.com/user/StrategosRisk

Nice to find fan material websites out there!

– submitted by – /u/StrategosRisk
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 GURPS at GenCon 2026
Posted: 2026-02-18T18:23:17+00:00
Author: /u/Nick_Coffinhttps://www.reddit.com/user/Nick_Coffin

Okay, this is technically a repost, but I took the original post down after only a few hours, after I realized the website was not correct/complete.

My buddies and I are running over 300+ player hours of GURPS at GenCon Indy 2026. If you're curious or want a peek at these games before the event catalog goes live, here they are:

https://nickandnoseworldtour.us/games.html

– submitted by – /u/Nick_Coffin
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 Question about Affliction (advantange)
Posted: 2026-02-18T21:00:39+00:00
Author: /u/Lone_Goathttps://www.reddit.com/user/Lone_Goat

I THINK i got how affliction (advantange) works, but what i'm curious is: can the user affect themselves?
Suppose i have Affliciton (Innate Attack 1), with the proper enhancements and limitations to affect the entire party. Their companions would use the innate attack advantage, but would the Affliction user also be able? Plus, is there a way to give a SKILL with the affliction advantage?

– submitted by – /u/Lone_Goat
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 Gurps Sheet on roll20
Posted: 2026-02-18T18:55:40+00:00
Author: /u/Raladeenhttps://www.reddit.com/user/Raladeen

Hello all!
My friends and i love to play gurps on roll20, and we usually use Gurps sheet. (Style #1, not #2), but when i went to create a new game, it seems to be gone. Does anyone know what have happened to it? Thank you!

– submitted by – /u/Raladeen
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 Is it possible to use the Time to Target rules to simulate the time it takes for a shot from any weapon to hit the target?
Posted: 2026-02-18T00:02:34+00:00
Author: /u/GuardiaoDaLorehttps://www.reddit.com/user/GuardiaoDaLore
Is it possible to use the Time to Target rules to simulate the time it takes for a shot from any weapon to hit the target?

From what I could observe, this is the only mention in the Basic Set about considering a projectile's speed based on its maximum range; however, by default, the rule refers to guided shots and not to something general for all types of projectiles (such as bows and arrows or firearms), and so I would like to know your opinion on the following:

is it possible to use these rules with any long-range weapon to simulate the time it takes for the projectile to reach a distant target?

– submitted by – /u/GuardiaoDaLore
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 Active defense house-rule question
Posted: 2026-02-18T00:06:54+00:00
Author: /u/TresCabezasGenioshttps://www.reddit.com/user/TresCabezasGenios

I'm sure someone somewhere has thought about this, discussed it, and disposed of it (as a general rule, I find GURPS designers and players both to be pretty thoughtful, thorough, and rigorous), but my initial cursory search didn't yield anything.

I'm thinking about combat, and specifically how active defenses work. As it stands, you have a skill, based on a relevant attribute, which is nominally centered on your odds of success at a task of average difficulty, thus having a task difficulty modifier of 0, with exceedingly easy tasks being considered essentially automatic (or +10), to 'impossible' (or -10). There are also mechanics for opposed skill checks, where the margin of success is what matters -- it's not good enough to just roll under your skill, the degree of success is what matters. I'm less concerned about Dodge, and thinking more about parries and blocks. Your parry is some function of your weapon skill (generally a coefficient of less than one), and you have to roll under this threshold to parry. It seems to me, though, that combat makes more sense as an opposed check, rather than two checks against a flat difficulty. A bare success at a parry succeeds against all but a critical hit, which seems to dilute the effect of high skill (although it still factors in), and to mostly neglect the notion of contests or opposed checks. It seems to me that a skill contest makes more sense, with the margin of success determining whether an attack hits or not.

Basic attack vs defense could impose a basic skill penalty to the defender's relevant skill (to reflect the challenge of reacting -- the same reason that parry scores are lower than one's basic skill). Other standard modifiers would apply (All-Out Defense, etc). A failed skill check by the attacker misses, regardless of the defender's roll. A failed parry roll in the face of a successful attack roll likewise is a failed defense. In the case of both rolls succeeding, the winner is the one who succeeds by the greater margin, with priority going to critical successes (a critical success trump's a simple success, even if the critical success has a smaller margin; opposed crits are resolved by margin).

This could complicate combat, and it could do so disastrously -- that would be a fair criticism, although reporting margin of success shouldn't be too onerous a burden for a player, methinks. And with margins reported, comparing them isn't too hard? I haven't tested this, so I'm truly open to hearing about how much this would complicate combat.

Basically, tell me why this idea sucks -- mostly, I'm pretty confident that it must suck, or else it would be commonly in use, if not actually RAW.

Also, I haven't really thought it out vis a vis blocking and dodging, so I'm happy to hear about that too. By and large, I'm a fan of trying to unify mechanics, and I like how GURPS treats combat as skills, rather than the more standard approach in other RPGs. Combat makes more sense to me as an opposed check, but making sense to me isn't necessarily a good metric for a game mechanic.

Thanks in advance for any comments :)

– submitted by – /u/TresCabezasGenios
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