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General Tabletop Discussion
*TTRPGs General
GURPS GMing: Building encounters?
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<blockquote data-quote="giant.robot" data-source="post: 5752380" data-attributes="member: 93119"><p>Just to add to what Johnny3D3D said, GURPS has some more meaningful options for characters in combat situations than D&D offers. Things like cover and good positioning are as important as high skill. Carrying a shield isn't a boring little bonus but a whole suite of new defensive actions. You don't necessarily need to kill opponents to put them out of commission. A solid hit can put an opponent out of the fight so it's just just a game of who can deal the most damage in a round.</p><p></p><p>As far as balance goes look at the probability table in the Skills chapter. A skill of 14 or better is professional level, 12-13 is above average, and 10-11 is average. Don't give low end mooks skills of 14. Once penalties for things like range/movement are applied rolls for mooks should be difficult. Opponents with high skill in areas are significant challenges. Look at the deviation from the average and the probability of a bad guy's success to gauge their challenge level.</p></blockquote><p></p>
[QUOTE="giant.robot, post: 5752380, member: 93119"] Just to add to what Johnny3D3D said, GURPS has some more meaningful options for characters in combat situations than D&D offers. Things like cover and good positioning are as important as high skill. Carrying a shield isn't a boring little bonus but a whole suite of new defensive actions. You don't necessarily need to kill opponents to put them out of commission. A solid hit can put an opponent out of the fight so it's just just a game of who can deal the most damage in a round. As far as balance goes look at the probability table in the Skills chapter. A skill of 14 or better is professional level, 12-13 is above average, and 10-11 is average. Don't give low end mooks skills of 14. Once penalties for things like range/movement are applied rolls for mooks should be difficult. Opponents with high skill in areas are significant challenges. Look at the deviation from the average and the probability of a bad guy's success to gauge their challenge level. [/QUOTE]
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GURPS GMing: Building encounters?
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