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Anyone familiar with d20, d6 AND GURPS...need help for a gaming experiment
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<blockquote data-quote="Talon5" data-source="post: 1673207" data-attributes="member: 14435"><p>Taking a character from D&D to GURPs or vis versa is very difficult.</p><p></p><p>A D&D Fighter can use lots of different kinds of weapons equally, while a GURPs Fighter would be hard pressed when he doesn't have his weapon of choice in hand.</p><p></p><p>I have considered running GURPs D&D games (GURPs rules D&D world) it involved a lot of work with the magic system, but the whole of it- I was considering running the campaign it for the "feeling" I am missing in D&D. An example of the reason happened last night- </p><p></p><p>Last night my pal6/rog3 Halfling (Alton) with his beefed up hp had 120 odd hp, we were fighting overwhelming odds- Orcs, undead, and demons. Nasty battle, in the end everyone including Alton was down to a dozen hp, spells exhausted (the two fights that could actually be called one took better then seven hours). Mind you in GURPs he would have been screwed up- unable to lift his sword or run, and might have been knocked out from blood lose, but in D&D he's fine until 0 hp or -10 when he would have been considered unconscious, dying or dead by the rules. There is nothing in D&D that says- "you have lost a quarter of your hp (enough to kill 3 commoners) and now your missing your right arm," it just isn't in the system.</p><p></p><p>GURPs is based around realism in play, and that is what makes it fun. I miss it and would love for my group to get back into GURPs, but right now its d20.</p></blockquote><p></p>
[QUOTE="Talon5, post: 1673207, member: 14435"] Taking a character from D&D to GURPs or vis versa is very difficult. A D&D Fighter can use lots of different kinds of weapons equally, while a GURPs Fighter would be hard pressed when he doesn't have his weapon of choice in hand. I have considered running GURPs D&D games (GURPs rules D&D world) it involved a lot of work with the magic system, but the whole of it- I was considering running the campaign it for the "feeling" I am missing in D&D. An example of the reason happened last night- Last night my pal6/rog3 Halfling (Alton) with his beefed up hp had 120 odd hp, we were fighting overwhelming odds- Orcs, undead, and demons. Nasty battle, in the end everyone including Alton was down to a dozen hp, spells exhausted (the two fights that could actually be called one took better then seven hours). Mind you in GURPs he would have been screwed up- unable to lift his sword or run, and might have been knocked out from blood lose, but in D&D he's fine until 0 hp or -10 when he would have been considered unconscious, dying or dead by the rules. There is nothing in D&D that says- "you have lost a quarter of your hp (enough to kill 3 commoners) and now your missing your right arm," it just isn't in the system. GURPs is based around realism in play, and that is what makes it fun. I miss it and would love for my group to get back into GURPs, but right now its d20. [/QUOTE]
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Anyone familiar with d20, d6 AND GURPS...need help for a gaming experiment
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