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From 4E to GURPS: D&D and Simulationism
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<blockquote data-quote="Jürgen Hubert" data-source="post: 4776823" data-attributes="member: 7177"><p>If you thought the enemies were weak, then your GM was deliberately playing them that way. Plausibly, their weapons should have been no less dangerous than those of the PCs.</p><p></p><p></p><p></p><p>It should be pointed out that losing those "10-15 HP" meant that your character would be forced to start rolling versus unconsciousness every round, not that he was automatically dead. With 8d6 damage, a 10 HP character would be at -18 HP, which in GURPS 4E would mean that he needs to roll versus HT once to see if he stays alive.</p><p></p><p>Which is entirely realistic - WWII weapons <em>were</em> very lethal, and I don't see what's supposed to be overinflated about it.</p><p> </p><p></p><p></p><p>That's simply bad GMing, and not supported by the rules in any way - the rules recommend 1-5 character points for every session. So don't blame the system for that.</p><p></p><p></p><p> </p><p>If all your character has bothered to learn are fireballs, then that's not surprising. What <em>other</em> spells can he cast?</p><p></p><p></p><p></p><p>How about picking up some of the volumes of "Creatures of the Night" from e23? These monsters should be useful for both fantasy <em>and</em> Weird War II - and provide challenges which require a variety of tactics to overcome.</p><p></p><p>Apart from that, use different terrain (steep hills and cliffs, bunkers and other fortifications) or environments (snow, rain, fog, night) to make things interesting. Let the defenders use their brains for once. Let the PCs figure out how to pass by kill zones to get to superior positions. Make the enemies use all the same dirty tactics as the PCs, and more besides (since they usually have more time to prepare for a combat). This can make any fight a lot more interesting.</p><p></p><p></p><p></p><p>1000 CP is not needed for a well-rounded character - it's perfectly possible to create such a character on 150 CP, just as long as you remember that GURPS attribute values don't mean the same things as their D&D counterparts and don't attempt to sink all your points into your attributes.</p><p></p><p>IQ 13 is entirely sufficient if you want to create a "brainy" character, and DX 13 if you want to create a character who specializes in physical things. Remember to leave at least 30 points available for skills, and you shouldn't have too much trouble in creating a well-rounded character.</p><p></p><p>"Well-rounded" doesn't mean "getting everything you want" - that's what experience is for.</p><p></p><p></p><p></p><p>Pick up GURPS Powers, which is brilliant for coming up with your own system of supernatural powers - or GURPS Thaumatology, which provides numerous examples for varying the existing spell system (as well as some entirely different variants as well).</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 4776823, member: 7177"] If you thought the enemies were weak, then your GM was deliberately playing them that way. Plausibly, their weapons should have been no less dangerous than those of the PCs. It should be pointed out that losing those "10-15 HP" meant that your character would be forced to start rolling versus unconsciousness every round, not that he was automatically dead. With 8d6 damage, a 10 HP character would be at -18 HP, which in GURPS 4E would mean that he needs to roll versus HT once to see if he stays alive. Which is entirely realistic - WWII weapons [i]were[/i] very lethal, and I don't see what's supposed to be overinflated about it. That's simply bad GMing, and not supported by the rules in any way - the rules recommend 1-5 character points for every session. So don't blame the system for that. If all your character has bothered to learn are fireballs, then that's not surprising. What [i]other[/i] spells can he cast? How about picking up some of the volumes of "Creatures of the Night" from e23? These monsters should be useful for both fantasy [i]and[/i] Weird War II - and provide challenges which require a variety of tactics to overcome. Apart from that, use different terrain (steep hills and cliffs, bunkers and other fortifications) or environments (snow, rain, fog, night) to make things interesting. Let the defenders use their brains for once. Let the PCs figure out how to pass by kill zones to get to superior positions. Make the enemies use all the same dirty tactics as the PCs, and more besides (since they usually have more time to prepare for a combat). This can make any fight a lot more interesting. 1000 CP is not needed for a well-rounded character - it's perfectly possible to create such a character on 150 CP, just as long as you remember that GURPS attribute values don't mean the same things as their D&D counterparts and don't attempt to sink all your points into your attributes. IQ 13 is entirely sufficient if you want to create a "brainy" character, and DX 13 if you want to create a character who specializes in physical things. Remember to leave at least 30 points available for skills, and you shouldn't have too much trouble in creating a well-rounded character. "Well-rounded" doesn't mean "getting everything you want" - that's what experience is for. Pick up GURPS Powers, which is brilliant for coming up with your own system of supernatural powers - or GURPS Thaumatology, which provides numerous examples for varying the existing spell system (as well as some entirely different variants as well). [/QUOTE]
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