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*TTRPGs General
From 4E to GURPS: D&D and Simulationism
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<blockquote data-quote="darjr" data-source="post: 4775859" data-attributes="member: 52905"><p>I love GURPS. I also don't run it with all the options on. I highly recommend you try that first.</p><p></p><p>As far as DMing prep, don't use the rules for character gen to create your antagonists. Give them what they need.</p><p></p><p>One more thing, absolutely use other character stats to base skill checks on. An example would be the classic one where you have a high dex fencer facing a high skill fencer. Some of the combat should be using the skill as an int based check. Or even a health based check for a long drawn out fight. That big skill character will then shine against the big dex lower skill character.</p><p></p><p>It's a GURPS innovation that is subtle and really is an 'option' in the 4e core, but has since been adopted as a core mechanic. It'll keep your players honest.</p><p></p><p>As far as point rewards and character advancement, there isn't any real reason not to give lots and lots of points if you want, or none at all. Consider giving out abilities and boosts to skills and stats directly instead.</p><p></p><p>And absolutely check out 'dungeon fantasy', if you like the style, it'll save you a ton of work. GURPS is very toolkit and can be some work to define a campaign, DF has done a ton of this for you.</p><p></p><p>Oh, one last thing, don't get hung up on the adv/disadv system. I've seen it used to really detail a great character, but in the begining I'd just worry about the 'BIG' issues of a character and just freeform the rest. Kinda like you'd do for a D&D character without the dis/adv system.</p></blockquote><p></p>
[QUOTE="darjr, post: 4775859, member: 52905"] I love GURPS. I also don't run it with all the options on. I highly recommend you try that first. As far as DMing prep, don't use the rules for character gen to create your antagonists. Give them what they need. One more thing, absolutely use other character stats to base skill checks on. An example would be the classic one where you have a high dex fencer facing a high skill fencer. Some of the combat should be using the skill as an int based check. Or even a health based check for a long drawn out fight. That big skill character will then shine against the big dex lower skill character. It's a GURPS innovation that is subtle and really is an 'option' in the 4e core, but has since been adopted as a core mechanic. It'll keep your players honest. As far as point rewards and character advancement, there isn't any real reason not to give lots and lots of points if you want, or none at all. Consider giving out abilities and boosts to skills and stats directly instead. And absolutely check out 'dungeon fantasy', if you like the style, it'll save you a ton of work. GURPS is very toolkit and can be some work to define a campaign, DF has done a ton of this for you. Oh, one last thing, don't get hung up on the adv/disadv system. I've seen it used to really detail a great character, but in the begining I'd just worry about the 'BIG' issues of a character and just freeform the rest. Kinda like you'd do for a D&D character without the dis/adv system. [/QUOTE]
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