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From 4E to GURPS: D&D and Simulationism
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<blockquote data-quote="Jürgen Hubert" data-source="post: 4775974" data-attributes="member: 7177"><p>Uhm...</p><p></p><p>Why are you doing that? Character points exist purely as an accounting device for <em>player characters</em>, and there is no point at all in using them for NPCs - especially since they don't measure combat effectiveness (unlike D&D monster levels). Just give the NPC the precise stats you want without worrying about the points - the result <em>will</em> be "rules-legal".</p><p></p><p></p><p></p><p>On average, you should get about 3 CPs per typical gaming session. If you play every other weekend, you should end up with about 80 CP after a year of gaming. This will get you (in GURPS 4E):</p><p></p><p>+ 4 to IQ or DX (and these attributes are significantly more powerful than in D&D).</p><p>+ 8 to ST or HT</p><p>+ 20 in any one skill</p><p>+ A number of low-key advantages, or one or two really powerful ones.</p><p></p><p>Admittedly, using the base assumptions characters don't get as powerful as quickly as D&D characters - but that doesn't mean that their advancement is slow (and it could be argued that advancement in D&D is spectacularly fast). And if this is too slow for everyone's tastes, the GM <em>can</em> vary the rate of advancement.</p><p></p><p></p><p></p><p>It is easy to run GURPS with almost every setting out there. I've run GURPS for Eberron and Warhammer Fantasy, and I know of a guy who has used it for an extended Forgotten Realms campaign.</p><p></p><p></p><p>Regarding GURPS combat: It <em>can</em> be tedious, but it doesn't have to be if you do it right. Here is some advice for "mook" enemies which I found useful:</p><p></p><p>- Don't give them a HT of more than 12, or else it will take them forever to fall unconscious.</p><p>- Don't give them a high Damage Resistance (DR 4 - the equivalent of chain mail - at most), or else your PCs will only be able to kill them with the "Death of a Thousand Cuts", which will get boring quickly.</p><p>- Don't give them a weapon skill of more than 12, or else they will be too good at parrying attacks.</p><p></p><p>If you want to make such mooks more dangerous, either give them higher ST and hit points (one of the most memorable fights of my campaign was three PCs against five ogres - the ogres didn't hit often, but when they did hit, they were in for a world of hurt, thus keeping the PCs on their toes. Using the optional Shield Damage rules also added to the fun - the shields of the PCs gradually disintegrated over the course of the fight...), or make them more numerous - this way, the fight will last as long as if you had used fewer but tougher opponents, but the players will have a definite sense of progress as each mook falls down.</p><p></p><p>Ignore these restrictions for "elite" foes - the kind of enemies who would warrant names of their own instead of just "generic guard #7". But there shouldn't be more than two of them unless it's a truly epic fight - instead consider giving them more mooks as buffers.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 4775974, member: 7177"] Uhm... Why are you doing that? Character points exist purely as an accounting device for [i]player characters[/i], and there is no point at all in using them for NPCs - especially since they don't measure combat effectiveness (unlike D&D monster levels). Just give the NPC the precise stats you want without worrying about the points - the result [i]will[/i] be "rules-legal". On average, you should get about 3 CPs per typical gaming session. If you play every other weekend, you should end up with about 80 CP after a year of gaming. This will get you (in GURPS 4E): + 4 to IQ or DX (and these attributes are significantly more powerful than in D&D). + 8 to ST or HT + 20 in any one skill + A number of low-key advantages, or one or two really powerful ones. Admittedly, using the base assumptions characters don't get as powerful as quickly as D&D characters - but that doesn't mean that their advancement is slow (and it could be argued that advancement in D&D is spectacularly fast). And if this is too slow for everyone's tastes, the GM [i]can[/i] vary the rate of advancement. It is easy to run GURPS with almost every setting out there. I've run GURPS for Eberron and Warhammer Fantasy, and I know of a guy who has used it for an extended Forgotten Realms campaign. Regarding GURPS combat: It [i]can[/i] be tedious, but it doesn't have to be if you do it right. Here is some advice for "mook" enemies which I found useful: - Don't give them a HT of more than 12, or else it will take them forever to fall unconscious. - Don't give them a high Damage Resistance (DR 4 - the equivalent of chain mail - at most), or else your PCs will only be able to kill them with the "Death of a Thousand Cuts", which will get boring quickly. - Don't give them a weapon skill of more than 12, or else they will be too good at parrying attacks. If you want to make such mooks more dangerous, either give them higher ST and hit points (one of the most memorable fights of my campaign was three PCs against five ogres - the ogres didn't hit often, but when they did hit, they were in for a world of hurt, thus keeping the PCs on their toes. Using the optional Shield Damage rules also added to the fun - the shields of the PCs gradually disintegrated over the course of the fight...), or make them more numerous - this way, the fight will last as long as if you had used fewer but tougher opponents, but the players will have a definite sense of progress as each mook falls down. Ignore these restrictions for "elite" foes - the kind of enemies who would warrant names of their own instead of just "generic guard #7". But there shouldn't be more than two of them unless it's a truly epic fight - instead consider giving them more mooks as buffers. [/QUOTE]
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