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GURPS 4th Edition Revised Announced
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<blockquote data-quote="Thomas Shey" data-source="post: 9785382" data-attributes="member: 7026617"><p>That's more a benefit of discrete character build components. Point assignment happens to be the way that's managed in a lot of systems, but if you actually had faith in people's ability to try and all keep on the same page (something I don't think there's any reason for most people to have, to be clear; people who game with groups that are good at that I sometimes don't think realize how much unicorns they are) the point part wouldn't be necessary at all.</p><p></p><p></p><p></p><p>Well, that more has to do with the <em>players</em> being willing to focus on other things. The reason games usually mandate some degree of combat capability is A) They assume there will be some combat, and B) The system probably takes up enough screen time they want to make sure everyone has something to do in it. There's no automatic reason the first part of this has to be true, but its too common an element in the action-adventure fiction most RPGs are based on to assume most players won't expect it.</p><p></p><p></p><p></p><p>Its the reason pretty early on the Champions inserted secondary capping mechanisms; otherwise that 20D6 Energy Blast was going to dominate the game, one way or another.</p><p></p><p></p><p></p><p>I'll just note this isn't entirely limited to GURPS. Besides Hero, you have EABA and probably some even more obscure systems I've forgotten.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9785382, member: 7026617"] That's more a benefit of discrete character build components. Point assignment happens to be the way that's managed in a lot of systems, but if you actually had faith in people's ability to try and all keep on the same page (something I don't think there's any reason for most people to have, to be clear; people who game with groups that are good at that I sometimes don't think realize how much unicorns they are) the point part wouldn't be necessary at all. Well, that more has to do with the [I]players[/I] being willing to focus on other things. The reason games usually mandate some degree of combat capability is A) They assume there will be some combat, and B) The system probably takes up enough screen time they want to make sure everyone has something to do in it. There's no automatic reason the first part of this has to be true, but its too common an element in the action-adventure fiction most RPGs are based on to assume most players won't expect it. Its the reason pretty early on the Champions inserted secondary capping mechanisms; otherwise that 20D6 Energy Blast was going to dominate the game, one way or another. I'll just note this isn't entirely limited to GURPS. Besides Hero, you have EABA and probably some even more obscure systems I've forgotten. [/QUOTE]
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