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 /r/GURPS Monthly Campaign Update
Posted: 2026-01-01T11:00:45+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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 Looking for a second opinion on some custom mechanics for my custom magic system.
Posted: 2026-01-14T17:35:01+00:00
Author: /u/Master_Nineteenthhttps://www.reddit.com/user/Master_Nineteenth

I have some experience soloplaying GURPS, but not a ton of group experience. I think I have a decent handle on the mechanics though and I wanted to get some thoughts on some untested custom mechanics, first draft stage here. I have a setting I have been working on that I want to run in GURPS but it has a very specific magic system which is why I'm making this. This is the details on the magic system https://docs.google.com/document/d/1cEfzgQHWy8VCVHXRxpH9YhDW6-ZG5fGbTrLGWQ1W2C4/edit?usp=sharing though small trigger warning it briefly covers slavery, which is present in the setting. This is still early development so some things between the docs and what I'm typing here may be a little inconsistent, I'm still working out some details.

All that said this is the section I've typed on mechanics. I would love to hear feedback on this and if you read into the doc above ideas of implementing more of my magic system.

This setting assumes the use of the Basic Set and a few various other additions including; Fantasy, Martial Arts, Power Ups, Powers, Social Engineering and Thaumatology. Power Ups, Powers, and Thaumatology are included for certain traits and modifiers, but there is a magic system here that will reference those books or even traits from other books mentioned. Likewise Martial Arts is included for smaller mechanics, there are custom martial arts here as well that martial combat oriented characters are encouraged to choose from. However a GM can allow any martial arts or even allow custom martial arts in their own game, of course. There will be no section here for martial arts because it has not been really changed, however you can look at the List of Martial Arts.

Magic Mechanics

In GURPS there are two primary forms of magic, magic as skills and magic as powers. Obviously, to someone who knows GURPS, this system will be closer to magic as powers as the thaumatology book was mentioned previously. However it is done a little differently here.

Powers

In Inperea powers are fairly common, though usually simple. Things like increased strength, toughness or reflexes. Something like increased jump height or an uncanny ability to climb is not too uncommon. However it is possible to train unusual powers as well, like spitting acid or burning things with your bare hands, most people do not think to do that outside of certain circles. Since powers are not spells they do not require a runestone to activate, making them useful regardless of current equipment. All powers are magic by nature, however that is not a modifier in this world because there's nothing that can inherently disable all magic only certain kinds of magic. If you want to make your own powers that is possible (if GM allows), but if you intend on staying true to the setting you can look at the List of Powers and choose some of those or use them as inspiration to make some (again, if GM allows).

Less common than typical powers are bloodline powers which are magically put into a bloodline, also blessings which are given by a powerful entity. Those can also be found on the List of Powers. These are looser than the above powers in scope and power. It can be as simple as an affinity with a specific rune or as complex as the ability to fly. Some powers come in the form of negatives, often with positive elements. These are curses. Ultimately these typically come from spirits, karmic debt, powerful rival mages, or a family curse that is inherited.

Spellcasting and Rituals

Spellcasting is more complex than powers, and here is where is differs from your typical GURPS magic. In Inperea spells are not always something you can just pull out of nowhere. It takes a lot of training to use a spell without looking over the spell lines. You must have the Sorcerous Empowerment advantage from GURPS Taumatology Sorcery page 4 to memorize magic. However you can only memorize a number of spells equal to a quarter of your Intelligence (IQ/4). If you have an eidedic memory then it's equal to half your Intelligence (IQ/2) and with photographic memory it is equal to your Intelligence (IQ). However Eidetic Memory and Photographic Memory (B51) cost twice what they normally would in this setting, (10cp and 20cp respectively). You can only learn and use spells that cost no more CP than you spent on your Sorcerous Empowerment as is normally the case.

You do not need to spend the CP cost of the spells at all, but you need to have them in your spell book to memorize them and each spell will cost money. If you have the spell in a spellbook you can cast the spell, but you need to take the time to find the spell in the book. Spells cast this way are still limited by your sorcerous empowerment. Spells also cost fatigue points 1fp per 5cp cost of the spell, as listed with the spell in the List of Spells and Rituals. You reduce the fatigue cost by your level of Sorcerous Empowerment, however even with that reduction fatigue point costs can become untenable as you advance. More advanced mages will use Aether Gems to offset this, each gem has a rating and as long as you do not overload the gem in a single spell it will reduce the fatigue point cost by it's rating when you cast a spell. If a spell cast goes over your fatigue points it will take the remainder from your hit points.

Rituals are done similarly to spells, they also require Sorcerous Empowerment. However they work by using time and other resources to reduce the cost of the spell. Theoretically to bringing it bellow the accumulative cost of the sorcerous empowerment of all participating in the ritual, and bringing the fatigue cost to something manageable for everyone in the ritual. Such things that reduce the cost include Time, Auspicious Events and Sympathetic Material. (TODO: PUT NUMBERS ON COST REDUCTION) Also Aether Gems will take some of the fatigue cost equal to the rating of the aether gem. In rituals animal sacrifices serve a similar purpose except it takes the hit points of the animal making it generally more effective if less ethical. If there is not enough to take the fatigue point cost it will start taking the remainder from the casters' hit points. All of this needs to be accounted for in how the ritual is put together, you cannot just do a ritual on a certain auspicious event to reduce the cost. Every ritual in the List of Spells and Rituals will tell you everything that is needed as the ritual is made.

– submitted by – /u/Master_Nineteenth
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 How to use NPC Cards?
Posted: 2026-01-13T20:28:11+00:00
Author: /u/Lazily_Being_Lassiehttps://www.reddit.com/user/Lazily_Being_Lassie

Greetings! I am extremely new to the whole GURPS thing. Currently learning all I can about this system and how it works!

Now something I'm trying to do is learn how to use these cards. Is it like filling in a Player Character sheet, where I divide points into it? Or is it not an exact science, and I must try to balance it as best as I can? I've been slowly making my way to understand the rules so I may be a Game Master (which understandably is probably a lot for a newbie) and I want to make sure I understand the basics as I go. I do have access to the PDFs of the books, I've been reading those. I suppose I don't know where to look when it comes to making NPCs.

Thank you for reading!

– submitted by – /u/Lazily_Being_Lassie
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 Delta Force
Posted: 2026-01-13T10:31:59+00:00
Author: /u/Glen_Garrett_Gayharthttps://www.reddit.com/user/Glen_Garrett_Gayhart

How would you build an average modern Delta Force member?

It's on my mind, after the recent US strike in Venezuela where Delta Force operators killed dozens of Venezuelan and Cuban military personnel, without suffering a single fatality themselves.

I'm particularly curious to know what people think the right thresholds for different skill and attribute levels should be, though I'd be interested to see any other elements of the build, like what you'd give them in equipment, or even social traits like Rank, Patrons, Duty, or what have you.

– submitted by – /u/Glen_Garrett_Gayhart
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 Anyone try Gun Stats?
Posted: 2026-01-13T07:16:02+00:00
Author: /u/Stabbiohttps://www.reddit.com/user/Stabbio

I was thinking about picking up the new Gun Stats PDF from SJGames, but was wondering if anyone had tried it/if it was a worthwhile supplement. I'm a little strapped for cash right now, so weighing if I should grab it form my WWII inspire campaign or not! The PDF in question: https://www.sjgames.com/gurps/books/gunstats/

– submitted by – /u/Stabbio
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 Am I being too picky?
Posted: 2026-01-13T03:24:07+00:00
Author: /u/plazman30https://www.reddit.com/user/plazman30
Am I being too picky?

CrI've decided to collect all of GURPS Fantasy Powered by GURPS. I found the box on eBay, and have slowly been buying up the PODs from Amazon. Companion 2 and Companion 3 arrived in decent shape. The original Companion book, not so much.

Here is how the first copy looked:

https://preview.redd.it/25uobiura1dg1.jpg?width=1756&format=pjpg&auto=webp&s=d72d421700e5b70aaea0367e7d303797243ef21f

https://preview.redd.it/97mxk0isa1dg1.jpg?width=768&format=pjpg&auto=webp&s=385bdb89f624e2c26ca8d63efbfb4d256e253bbd

Cracked spine. Bent book.

Amazon accepted the return and sent me a new book and told me they didn't want the old one back. That second book also had a cracked spine, but wasnt bent up nearly as bad.

That one they wanted back, and they issued me a refund. Still waiting for the refund

So, I bought a third copy. This copy did not have a bent spine, but the entire book is warped. I stuck in a book press for 24 hours. I ironed it. There is nothing I can do to flatten this book out.

https://preview.redd.it/7z3uu66hb1dg1.jpg?width=4032&format=pjpg&auto=webp&s=6579a37afa8c00b164308e8303310f52910f3592

https://preview.redd.it/7stmt3uhb1dg1.jpg?width=5712&format=pjpg&auto=webp&s=95c600c6edaabe2210596f933ff513f5fb18f629

https://preview.redd.it/3bdspxdib1dg1.jpg?width=3850&format=pjpg&auto=webp&s=16349330db1a003028642c005a2209f6d7210d08

https://preview.redd.it/9vj65gvib1dg1.jpg?width=4032&format=pjpg&auto=webp&s=6e3d766eca75ea1cf5adf6a3eb1379a39686a94a

I feel like, for $21.15 I should get a flat book. Especially since Companion 2 and Companion 3 arrived flat.

Would you accept this book if it arrived at your door?

I think at this point it's time to stop buying this book from Amazon and buy it used off an eBay seller.

– submitted by – /u/plazman30
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 Is Realm managment good enough for strategy-realm roleplaying?
Posted: 2026-01-12T21:27:06+00:00
Author: /u/MrSelleckhttps://www.reddit.com/user/MrSelleck
– submitted by – /u/MrSelleck
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 How to do you build "low" character point survivors in zombies games ?
Posted: 2026-01-12T13:57:07+00:00
Author: /u/FMAlzaihttps://www.reddit.com/user/FMAlzai

I'm slowly reading through my PDFs of Zombies and After The End as I'm planning a short Zombie campaign (3/4 sessions ?).

The zombie virus is modeled after the Walking Dead (show) maybe a splash of 28 days.

The characters would be an accidental group of normal people who got stuck in a hotel at the start of the outbreak. As their resources start to dwindle, they hear a message on the radio talking about an evacuation effort, a boat that would take them on an island which is apparently clean.

The idea is not to play action heroes so I was thinking 75 points with up to -30 in disadvantages.

Most people would have advantages/skills linked to their professions, and a small collection of minor skills from hobbies and the like.

I intend on creating a collection of somewhat expendable characters, making it relatively easy to meet a new PC when someone inevitably gets bitten.

EDIT: Thanks for the great input everyone, it's been a great read and a great resource. I might find a way to put a few sample characters online somewhere so you can judge my homework at some point !

As a small added info, I live in a country where, unless you go hunting, guns are not really a thing. So there's a few points that won't be spent there. I might try to find other weapon skills based on job experience instead :)

– submitted by – /u/FMAlzai
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 How does Cursed or Bad Luck actually work in combat
Posted: 2026-01-12T20:31:39+00:00
Author: /u/No-Impress-5592https://www.reddit.com/user/No-Impress-5592

So I am currently making an npc that has the power to make people around him unlucky (more like the disadvantage cursed) my question isn't about how to build this power I know I can use affliction to give a disadvantage and make it an emanation effect etc. I want to know what are the effects of it in combat I want PCs to have more and more unlucky events the closer they get to this npc and when they finally roll inititive thats where my real question starts how will bad luck work in combat stat and roll wise or will it work at all

– submitted by – /u/No-Impress-5592
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 GURPS Shapeshifters - Simultaneously voluntary and involuntary.
Posted: 2026-01-12T22:32:46+00:00
Author: /u/brnsamedihttps://www.reddit.com/user/brnsamedi

I'm working on modeling a werewolf character that is in the process of learning to control his changes. The idea is that he normally can change at will, but as he's not fully in control yet, still turns in nights of a full moon.

I thought of modeling it using the Cyclic Change limitation found on page 30 of GURPS Shapeshifters. My reading is that the limitation doesn't invalidate voluntary changes, but I would appreciate other thoughts on the matter.

– submitted by – /u/brnsamedi
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 Got interesting comments from the game today
Posted: 2026-01-11T21:41:27+00:00
Author: /u/inostranetsemberhttps://www.reddit.com/user/inostranetsember

Did a session today, a switch from Savage Worlds to GURPS. I switched mostly because I was missing the sort of detail that GURPS often gives for things, and badly wanted it to help me feel more comfortable running the game.

My players really liked SW, so I was worried, so obviously asked them how things were afterwards in chat (we play in person, but I had to run to catch a bus, so no chance to talk in person).

Anyway, got some interesting comments:

  1. “I liked it. I prefer simplicity, and the fact that basically all rolls are 3d6 gets rid of a lot of guesswork.”

  2. “I really liked it, I definitely prefer it over SW. The whole session was so much fun, as it is always with you guys.”

  3. “I found it fun as well. I thought I'd miss the exploding dices more, but with gurps it was more consistent which is a good thing. I personally like having to use more dice, but it's not a big deal. The added systems, like battle strategies are really nice.”

No real commentary except I’m surprised and delighted. The group were all mostly D&Ders, they’d played a touch of other games. I started with SW because I thought it was easier but after three sessions it bothered me. It wasn’t as flexible as GURPS. Also listened to a couple GURPS podcasts (specifically GURPS Talk) which sort of reignited my GURPS feelings. Some decided to make our switch and give it a spin. Worked great, and I felt even less tired after the session. Overall, a great result.

– submitted by – /u/inostranetsember
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