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Advice on using GURPs to replace 4E?
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<blockquote data-quote="Crakkerjakk" data-source="post: 4782724" data-attributes="member: 79874"><p>I don't think this is the case. Fairly obviously, if handing out too much CP results in characters more powerful than is typical in D&D, and handing out too little results in characters that are weaker than is typical in D&D, there must be a happy medium somewhere in between that maps fairly closely to D&D character progression.</p><p></p><p>Heck, you could actually save up the CP the characters earn and give it to them in one big chunk once it reaches a certain amount to replicate the "leveling up" effect.</p><p></p><p>I think it's actually possible to replicate the benefits each class gains on leveling up in GURPS. I don't think it's fun or a good idea, but it could be done. In any GURPS game, the GM has the responsibility of telling the players what they can and can't spend points on. This can be as simple as telling players in a gritty WWII game that they can't buy Flight, or as nuanced as mandating that at least half of earned CPs must be spent on increasing skills used in actual play.</p><p></p><p>This is how you replicate the growth of D&D characters. "You're a fighter? You have to spend 75% of your points on increasing weapons skills or buying up physical stats. Mage? 50% on magical abilites and spells, no more than 25% on weapon skills or physical stats."</p><p></p><p>I wouldn't want that level of constraint on my character or my players, but if you want to model the growth patterns you see in D&D, it can be done.</p></blockquote><p></p>
[QUOTE="Crakkerjakk, post: 4782724, member: 79874"] I don't think this is the case. Fairly obviously, if handing out too much CP results in characters more powerful than is typical in D&D, and handing out too little results in characters that are weaker than is typical in D&D, there must be a happy medium somewhere in between that maps fairly closely to D&D character progression. Heck, you could actually save up the CP the characters earn and give it to them in one big chunk once it reaches a certain amount to replicate the "leveling up" effect. I think it's actually possible to replicate the benefits each class gains on leveling up in GURPS. I don't think it's fun or a good idea, but it could be done. In any GURPS game, the GM has the responsibility of telling the players what they can and can't spend points on. This can be as simple as telling players in a gritty WWII game that they can't buy Flight, or as nuanced as mandating that at least half of earned CPs must be spent on increasing skills used in actual play. This is how you replicate the growth of D&D characters. "You're a fighter? You have to spend 75% of your points on increasing weapons skills or buying up physical stats. Mage? 50% on magical abilites and spells, no more than 25% on weapon skills or physical stats." I wouldn't want that level of constraint on my character or my players, but if you want to model the growth patterns you see in D&D, it can be done. [/QUOTE]
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