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Fantasy RPG: GURPS or D&D?
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<blockquote data-quote="Jürgen Hubert" data-source="post: 1305204" data-attributes="member: 7177"><p>Well, of course you can put more effort into it in GURPS if you want to. There are maneuvers - certain "tricks" you can do in combat similar to feats in D&D, but based on skills. There are certain advantages and disadvantages you can give the NPCs to make them more colorful. And there are plenty of options for mages.</p><p></p><p>But in the end, all these are optional, not hardwired into the system like in D&D. You don't <em>have</em> to give any advantages and maneuvers to NPCs, and in fact, most NPCs likely won't have any of them. But any D&D NPCs will have a number of feats derived from their level and classes, saving throws derived from classes, levels, and ability modifiers, a number of skill points derived from their classes, intelligence modifier, levels...</p><p></p><p>It's not that the calculations necessary for D&D NPCs are difficult. But there are unfortunately a lot of them. And I tend to feel slightly guilty when I just make up stats for D&D NPCs instead of deriving them in the proper manner.</p><p></p><p>The rationale for this is that I don't want to "cheat" for NPCs and make them adhere to the same rules that apply to PCs, but I rather suspect that this is a horrible character flaw on my part... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>GURPS eases my conscience here - just giving the NPCs arbitrary stats and skills is perfectly legal, as it <em>would</em> be possible to create these exact characters with the point-buy method. The fact that I don't bother counting character points for NPCs is irrelevant.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 1305204, member: 7177"] Well, of course you can put more effort into it in GURPS if you want to. There are maneuvers - certain "tricks" you can do in combat similar to feats in D&D, but based on skills. There are certain advantages and disadvantages you can give the NPCs to make them more colorful. And there are plenty of options for mages. But in the end, all these are optional, not hardwired into the system like in D&D. You don't [i]have[/i] to give any advantages and maneuvers to NPCs, and in fact, most NPCs likely won't have any of them. But any D&D NPCs will have a number of feats derived from their level and classes, saving throws derived from classes, levels, and ability modifiers, a number of skill points derived from their classes, intelligence modifier, levels... It's not that the calculations necessary for D&D NPCs are difficult. But there are unfortunately a lot of them. And I tend to feel slightly guilty when I just make up stats for D&D NPCs instead of deriving them in the proper manner. The rationale for this is that I don't want to "cheat" for NPCs and make them adhere to the same rules that apply to PCs, but I rather suspect that this is a horrible character flaw on my part... ;) GURPS eases my conscience here - just giving the NPCs arbitrary stats and skills is perfectly legal, as it [i]would[/i] be possible to create these exact characters with the point-buy method. The fact that I don't bother counting character points for NPCs is irrelevant. [/QUOTE]
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