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GURPS 4th Edition Revised Announced
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<blockquote data-quote="Panzeh" data-source="post: 9783851" data-attributes="member: 82267"><p>I do think the long character creation is the one real achilles' heel of GURPS but i think the effort is rewarding when you're playing with really invested players. In my opinion, character creation and advancement is the only time you really need to be worrying about points. And yeah, most works of fiction don't neatly map to an evenly-pointed party, but i think that's the basic function of the difference between TTRPGs and fiction.</p><p></p><p>My advice is to just look at the thing and implement it, and if necessary adjust the points later. There are definitely some types of advantages that have somewhat context-dependent benefit (many of them, actually) and you just have to gain some experience in the system to navigate that issue. Magical attacks through missile spells are, for example, much much worse than high-tech firearms in almost every respect as a way to kill someone, but they work out a bit better in the low-tech millieu.</p><p></p><p>The social advantages like allies, contacts, ranks, etc are definitely very nebulous and have to be really worked out between the player and GM as to how they're going to work. I think that's an important part of the process and definitely requires some experience. However, these are probably also the most important advantages a normal human can have in the system, and are, in my opinion, vital for pretty mundane-ish games.</p></blockquote><p></p>
[QUOTE="Panzeh, post: 9783851, member: 82267"] I do think the long character creation is the one real achilles' heel of GURPS but i think the effort is rewarding when you're playing with really invested players. In my opinion, character creation and advancement is the only time you really need to be worrying about points. And yeah, most works of fiction don't neatly map to an evenly-pointed party, but i think that's the basic function of the difference between TTRPGs and fiction. My advice is to just look at the thing and implement it, and if necessary adjust the points later. There are definitely some types of advantages that have somewhat context-dependent benefit (many of them, actually) and you just have to gain some experience in the system to navigate that issue. Magical attacks through missile spells are, for example, much much worse than high-tech firearms in almost every respect as a way to kill someone, but they work out a bit better in the low-tech millieu. The social advantages like allies, contacts, ranks, etc are definitely very nebulous and have to be really worked out between the player and GM as to how they're going to work. I think that's an important part of the process and definitely requires some experience. However, these are probably also the most important advantages a normal human can have in the system, and are, in my opinion, vital for pretty mundane-ish games. [/QUOTE]
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