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<blockquote data-quote="Faolyn" data-source="post: 9138210" data-attributes="member: 6915329"><p>There needs to be an option up there for "It's complicated."</p><p></p><p>I've both played in and run GURPS. I'm not even that upset that it has too many options to choose from. That the skill list begins with Accounting is fine. That there are rules for everything is fine. That you need to use the type of math that requires a pen and paper to calculate crash damage is fine.</p><p></p><p>(No, it's not)</p><p></p><p>What bothers me the most is that (a) there are <em>so many </em>trap options, (b) any sort of balance is impossible, and (c) there's really no consistency with pricing.</p><p></p><p>For A, I have only once been able to create a highly competent character (a spellcaster who specialized in something like 2-3 divination-type spells), and she was utterly useless everywhere else. I could barely even succeed at casting any of her <em>other </em>spells, let alone fight or perform other actions. And this was after a long time playing, when she had gotten a <em>lot </em>of XP.</p><p></p><p>For B, for the character above, and I think for spellcasters in general, it's so much more economical to up your IQ instead of your spells, and that's a problem all around. Unless the GM gives you a hard cap on raising your stats, you basically have to game the system to be half-way competent. And like I said to my mad-for-GURPS GM, a 100-point combat monster (or other specialist) is going to be <em>so much </em>different than a 100-point generalist that it's ridiculous. It's almost impossible to design any sort of encounter because either there's a good chance the genrealist will fail or that the specialist will just mow the encounter down.</p><p></p><p>And for C, the highly variable cost of skills, skill specialties (if you use them), advantages, disadvantages, perks, and quirks is so uneven that you really did need that Character Program to track it, unless you were <em>very good </em>at remembering every tiny amount everything was worth. Which I wasn't. Even the GM I mentioned above, who had played GURPS for well over a decade, wasn't.</p><p></p><p>These three things make me much prefer Savage Worlds. You get 4 points to build your character's basic traits. Edges are worth 2 points. Hindrances are worth 1 or 2 points. You get 12 points to buy skills. Skills cost 1 point, unless they would become higher than your attribute, at which point they cost 2 points.</p><p></p><p>The end. Sure, there's no Accounting skill, but I doubt that more than a miniscule number of games have required Accounting so much or so in-depth as to need it to be a separate skill.</p><p></p><p>But I <em>love </em>the world books and the books like Biotech and Low Tech, or that DF Treasure Generator. They're amazing and so useful.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9138210, member: 6915329"] There needs to be an option up there for "It's complicated." I've both played in and run GURPS. I'm not even that upset that it has too many options to choose from. That the skill list begins with Accounting is fine. That there are rules for everything is fine. That you need to use the type of math that requires a pen and paper to calculate crash damage is fine. (No, it's not) What bothers me the most is that (a) there are [I]so many [/I]trap options, (b) any sort of balance is impossible, and (c) there's really no consistency with pricing. For A, I have only once been able to create a highly competent character (a spellcaster who specialized in something like 2-3 divination-type spells), and she was utterly useless everywhere else. I could barely even succeed at casting any of her [I]other [/I]spells, let alone fight or perform other actions. And this was after a long time playing, when she had gotten a [I]lot [/I]of XP. For B, for the character above, and I think for spellcasters in general, it's so much more economical to up your IQ instead of your spells, and that's a problem all around. Unless the GM gives you a hard cap on raising your stats, you basically have to game the system to be half-way competent. And like I said to my mad-for-GURPS GM, a 100-point combat monster (or other specialist) is going to be [I]so much [/I]different than a 100-point generalist that it's ridiculous. It's almost impossible to design any sort of encounter because either there's a good chance the genrealist will fail or that the specialist will just mow the encounter down. And for C, the highly variable cost of skills, skill specialties (if you use them), advantages, disadvantages, perks, and quirks is so uneven that you really did need that Character Program to track it, unless you were [I]very good [/I]at remembering every tiny amount everything was worth. Which I wasn't. Even the GM I mentioned above, who had played GURPS for well over a decade, wasn't. These three things make me much prefer Savage Worlds. You get 4 points to build your character's basic traits. Edges are worth 2 points. Hindrances are worth 1 or 2 points. You get 12 points to buy skills. Skills cost 1 point, unless they would become higher than your attribute, at which point they cost 2 points. The end. Sure, there's no Accounting skill, but I doubt that more than a miniscule number of games have required Accounting so much or so in-depth as to need it to be a separate skill. But I [I]love [/I]the world books and the books like Biotech and Low Tech, or that DF Treasure Generator. They're amazing and so useful. [/QUOTE]
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