Thanks for the heads-up! I sometimes give a game another go after a spell away.GURPS 4e uses far different math for attacks and defence than the older material.
Thanks for the heads-up! I sometimes give a game another go after a spell away.GURPS 4e uses far different math for attacks and defence than the older material.
Well, for example we ran a Wierd War 2 campaign for the last 3 years. Nazi soldiers are laughable mooks, even SS; they were never any kind of threat, even at platoon or company strength plus heavy weapons.
The wierdness of the GURPS range system and the IMO overinflated damages for WW2 weapons are roughly the equivlent of everyone firing Save or Die spells at long range. For those not familiar with the system, an average human has 10-15 HP, and a battle rifle inflicts 7 or 8D6 damage.
I'm not always the GM, in the game we play on alternating weekends the GM is very stingy, sometimes handing out 1/2 a point for a game session. In this setting character development is a joke.
In this fantasy setting I find myself as a player bored to tears in combat, simply repeating the same hack or fireball against ork #2342 ad nauseum.![]()
Disposable mooks are not the problem although they contribute greatly to boredom in combat. Uberbosses that are immune to gunfire arn't the solution either cause then players feel railroaded and just roll their eyes.
Yes, it does. A character can be quite round on 1000 points.
The GURPS magic rules can bring home the inflexibility of a complex system, if one has a quite different view of how that aspect of a fantasy world is to work.
But, that can create rather different problems.
1000 CP is not needed for a well-rounded character
"Well-rounded" doesn't mean "getting everything you want" - that's what experience is for.
I highly recommend Savage Worlds. It is a universal system, like GURPS, but its much smoother. It definitely leans toward a certain style of play (high energy, cinematic); but its a great system and you can use it for virtually any genre.
Counterpoint: I find it less versatile than D6, to say nothing of GURPS or Hero, and I could never get it to do Star Wars right, which is mostly what I bought it for.
I highly recommend Savage Worlds. It is a universal system, like GURPS, but its much smoother. It definitely leans toward a certain style of play (high energy, cinematic); but its a great system and you can use it for virtually any genre.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.