Reddit GURPS
Generic Universal RolePlaying System
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-07-01T10:00:25+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.
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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.
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Posted: 2026-07-13T21:19:16+00:00
Author: /u/Utangardhttps://www.reddit.com/user/Utangard
That seems like a very clear Advantage over most swords, but I can't seem to find anything that'd actually fit.
It's not Rapid Healing or Regeneration, because those assume regular healing ability as base. I don't want it to heal particularly fast, I just want it to be able to heal at all.
There's no Unhealing to remove because most normal items don't have that added to them in the first place, it's just automatically assumed by virtue of logic and common sense. I'd have to add the disadvantage to every other item in the game just so I can remove it from this one sword, which seems like an incredibly pointless hassle.
What other options have I got?
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Posted: 2026-07-13T11:42:19+00:00
Author: /u/HotIceehttps://www.reddit.com/user/HotIcee
I am designing a magical eye ability for a semi-cinematic GURPS campaign. The eye can fold space, allowing the character to teleport after a Concentrate maneuver. The current cost is 1 FP per 2 hexes, with no roll required.
It can also be used as an active defense by stretching the space between the character and an incoming attack. I currently use Eye Skill / 2 + 3, no Retreat bonus, and a cost of 2 FP.
I also want the eye to allow melee attacks through folded space. For example, the character could stab someone with a rapier from 10 hexes away by making the distance between them very short.
My current idea is to require two rolls: first Eye Skill to create the fold, then the normal weapon skill to hit. The Eye roll would have a base −2 penalty for folding space and attacking at the same time, plus −1 per 2 hexes of distance. It would also cost 1 FP per 2 hexes. The target would defend normally.
Does this sound reasonable? Should the distance penalty apply only to the Eye roll, or should the weapon attack also be penalized? How would you price or build this ability?
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Posted: 2026-07-12T19:40:09+00:00
Author: /u/Kecskuszmakszimuszhttps://www.reddit.com/user/Kecskuszmakszimusz
Like the titles says! How would you make one using gurps?
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Posted: 2026-07-12T19:56:09+00:00
Author: /u/KurufinweFeanarohttps://www.reddit.com/user/KurufinweFeanaro
When using talent, which modifies skill, which is default for another skill, should i use modified or non-modified value as default?
For example, Talent(Mathematical Ability) gives bonus to Finance, and Economics defaults to Finance-3, If i have lvl3 Talent and Finance at 10+3 from talent, will my Economics be 7 or 10?
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Posted: 2026-07-12T05:22:06+00:00
Author: /u/doctorthantoshttps://www.reddit.com/user/doctorthantos
Getting Item Piles Working with GURPS Game Aid: Equipment Tags, Custom Currency, Repair Macro, and Bridge Module
I have been working on getting Item Piles to function as a usable merchant and purchasing system with GURPS Game Aid (GGA) in Foundry VTT. My current setup is Foundry v13 build 351, Item Piles 3.3.2, and GGA 0.18.20. I am not a programmer so I relied on ChatGPT to help me get it working.
The basic problem is that Item Piles and GGA do not store equipment in exactly the same way. Item Piles transfers embedded Foundry Items, while GGA normally displays equipment through its own actor equipment structure. This can result in a successful purchase that exists on the actor but does not appear correctly in the GGA Equipment section.
Configuring Equipment for GGA
The first step was configuring the Item Piles items so they contain the equipment information GGA expects. Instead of relying exclusively on equipment imported from GCA, I created and maintained merchant stock as normal Foundry Items, including the name, image, price, quantity, weight, notes, and the GGA equipment tags needed for the system to recognize them.
Directly dragging one of these Items onto a GGA actor worked correctly and made it appear in normal Equipment. That established that the Item itself was valid. The remaining problem was that an Item Piles purchase did not always trigger the same GGA processing as a direct drop onto the character sheet.
To make Item Piles read GGA equipment correctly, we changed the system integration settings so Item Piles uses GGA’s actual equipment type and data paths. Without these values, Item Piles may transfer an item but read the wrong quantity or price.
- Item Equipment Class Type:
equipment - Item Quantity Attribute:
system.eqt.count - Item Price Attribute:
system.eqt.cost
Custom Currency
I also created a custom physical currency system using separate Foundry Items such as Bronze Coin, Silver Coin, and Gold Coin. Item Piles treats those coin Items as the character’s actual wallet.
Item Piles counts the coins when determining whether the character can afford a purchase, deducts the correct amount during the transaction, and refuses the purchase when the character has insufficient funds. Because the coins are Items, they can also be transferred, placed in loot piles, stored in containers, or handed between characters.
The important rule is that the embedded Foundry coin Item remains the authoritative balance. A separate GGA Equipment entry must not become another spendable copy of the same money. Item Piles controls the actual coin quantity, while GGA only displays it.
Repair Macro
Before automating the process, we created a repair macro. The macro examines the embedded Foundry Items on the selected actor and compares them with the entries shown in GGA Equipment.
It identifies Items that exist on the actor but are hidden from the GGA character sheet, then passes those specific Items through GGA’s normal item-drop handler. This makes the purchased equipment visible without rebuilding it manually.
The macro was also useful for identifying duplicate, stale, or unrecognized entries and for distinguishing ordinary equipment from currency. It proved that replaying GGA’s own drop process could repair a hidden Item Piles purchase.
GGA Item Piles Bridge
After that, we created a small custom module called the GGA Item Piles Bridge. The first version was too broad and mistakenly processed the merchant actor, which duplicated the bartender’s entire inventory. That version was discarded.
The corrected bridge runs through the GM client, ignores Item Piles merchants, vaults, and piles, and checks ordinary character actors after an Item is created or updated.
When it finds a non-currency Foundry Item that is not visible in GGA Equipment, it passes that Item through GGA’s sheet-drop process automatically. It retains the original Foundry Item so the image, Item Piles price information, and other flags are not lost.
The bridge treats currency differently from ordinary equipment. It does not convert the coin into a second independent Item. Item Piles continues to spend the embedded Bronze, Silver, or Gold Coin Item, while the bridge synchronizes any existing GGA coin display with the actual quantity.
This prevents a situation where Item Piles correctly reports that the character spent the last coin while the GGA sheet still appears to show one coin.
Current Results
The current result is that a player can open an Item Piles merchant, purchase an Item, have the correct coins deducted, and see the purchased Item appear in the normal GGA Equipment section. The original Foundry Item retains its artwork and Item Piles configuration.
This has allowed me to move away from relying entirely on GCA-imported equipment and instead use a reusable Foundry Item library for merchants, purchases, loot, and character inventory.
Current Limitations
There are still limitations. Deleting a bridged Item can be problematic because the visible GGA equipment entry and the embedded Foundry Item are related but are not truly one document. The GM client has also occasionally entered a stuck token-drag state after sheet processing, although pressing Ctrl+F5 clears it.
For now, purchases and custom currency work well enough for play, while deleting or selling bridged Items still needs more careful handling. The long-term ideal would be native cooperation between Item Piles and GGA so Item Piles could call an official GGA equipment-import and equipment-delete API instead of simulating a sheet drop.
Working Model
Foundry Items hold the Item Piles data.
Item Piles controls the transaction and currency.
GGA displays the equipment.
The repair macro fixes older hidden purchases. Link to Macro Make a new macro and cut and paste from the text file. It should be a script and not a chat.
The bridge automatically processes new purchases. Link to Module The Bridge module can be copied to your data\modules directory by opening the zipfile and copying the directory. Then enable the module in Foundry manage modules. EDIT: There was a problem with deleting items and reappearing. Fixed now.
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Posted: 2026-07-12T04:01:08+00:00
Author: /u/Astronomer-Broadhttps://www.reddit.com/user/Astronomer-Broad
So what is the big difference in 3-4 edition?
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Posted: 2026-07-09T06:55:07+00:00
Author: /u/I_m_differenthttps://www.reddit.com/user/I_m_different
Posted: 2026-07-08T20:55:15+00:00
Author: /u/pirinel_0-0https://www.reddit.com/user/pirinel_0-0
Posted: 2026-07-08T11:48:17+00:00
Author: /u/Macoy_AbZhttps://www.reddit.com/user/Macoy_AbZ
I've always played the shock rule like this:
Suppose Player A acts first (by dice roll or speed)
Player A (turn 1): attacks B - Player B (turn 1) - fails to defend and gets hit
Player B (still turn 1): attacks A (without shock penalty) - player A (turn 1): fails to defend and gets hit.
Next turn (2) both players will have to apply shock penalty to dx because both were hit.
But now re-reading the Basic Set Book I found that maybe I was wrong. Maybe player B should get the penalty in turn 1 when attacking player A. But in my opinion doing that would mean that player A have a HUGE advantage if he could keep hitting because he always act first and player B would never have the chance to act without penalties if he keeps getting hit.
Using this rule would mean that acting first is mandatory if you want to attack without penalties. I always thought that the shock rule applied only on the next turn (not the current one).
Thanks and sorry about my English.
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Posted: 2026-07-07T19:54:22+00:00
Author: /u/Major-Supermarket917https://www.reddit.com/user/Major-Supermarket917
Just out of curiosity, i'd like to know how would people in here both create cybertronian characters and also what kind of stories and hooks you'd create, because the universe as a whole is pretty big and full of fun things to explore and experiment with
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