Hmm! Most of these posts are not really focusing on the 4e changes. Does anyone but me find it really funny how people focus on trying to fit a game system to reality?
Of course, I guess GURPS kinda leaves itself open to that, claiming "reality tests" and so on. Ah well. Fun is fun.
These notes/questions are from WizarDru...not quoted because I wanted to intersperse commentary/replies.
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Character disads are recommended at 50% of starting points? Holy Moley! That's a serious step-up. I have no idea how well that would work in practice. Imagine a 500 point Supers character with 250 points of disads?
-- Yeah, that's an interesting design choice, and I'm wondering how it'll work out too. On the other hand, just because you CAN pick that many doesn't mean you HAVE to. And since disads have been changed so they're harder to "build around," a character with 250 points of disads will be feeling it.
Variable cost for the attributes! Big change, there. ST and HT are cheaper than DX or IQ by 10 points a level (ie. 10 vs. 20). Hit points are now based on ST, not HT, and Fatigue is based on HT, not ST. Interesting. Basic speed is HT+DX/4, not ST....am I misrembering here, or does it look like HT and ST have been swapped in a lot of places, function-wise?
-- Actually, Basic Speed was always HT and DX. And the swapping of hit points and fatigue was introduced first in the 3rd Ed Compendium 1. It was a very popular option, so it's no surprise to see it made core in 4ed.
No Eidetic Memory, I notice.

Point values are much more open-ended...there's a clear acknowledgment that 100 point campaigns may not be the norm, and it doesn't appear to focus as tightly on caps to some advantages. All the resistable disads now fail on a flat roll...clearly an attempt to avoid abuse. Mixed feelings on that, I suppose.
-- Thank God on the EM.

I actually like the flat roll for disads though. It reduces the temptation to overbuild IQ...and it makes mad scientists possible without the Weak Will disad.
Skills now default to generics, it looks like, and no defaulting to other, similar skills. Not bad I suppose, but the defaults were something I rather liked...knowing that someone with a doctorate in calculus could do simple math fairly well. Easier to follow, though....and now, there's only three categories of skill difficulty, not four (no Very Hard).
-- According to the FAQ, defaulting to other skills is still possible, just an advanced, optional rule that didn't make it into Lite.
Some new damage types, instead of the classic three: burning, impaling and small, normal and large piercing? Ah: Impaling is for melee weapons like a sword or rapier, while piercing is now for ballistic weapons, like a gun. Interesting.
-- Yeah, and I admit, I like this. Guns used to fall into this weird no-man's damage land that was LIKE crushing but could target vitals as if it was impaling...and some calibers did more damage after DR, but AP rounds halved damage and...BLAH! Very crufty. Standardizing ballistics as a separate damage type may look more complex on the surface, but if you look a bit deeper at 3rd Ed you'll see that it really ties up a lot of loose ends very neatly. Similar with "burning" damage.
Combat: Move speeds are modified by THIRDS? Ugh. Combat is still second-by-second, something I grew to really dislike. I never had a combat that lasted longer than 20 seconds, with one exception, in 15 years. That bugged me. Modifiers are spelled out much more logically, now. Some features are now version of the same manuever, instead of separate ones. Very clean layout, which is an improvment.
-- Not sure what the thirds thing is all about...yar. Kinda unwieldy, mathematically...but maybe they have that covered somewhere else? Not sure. I kinda agree about the 1 second/round time scale of GURPS. One thing I did notice though, going through the weapons rules, is that ranged weapons all have longer time periods associated with them. Using a bow requires 2 seconds between shots, for example. Crossbows a minimum of 4 seconds. Guns can be fired quickly, but it takes 3 seconds to reload. One thing I'm curious about...and this probably wouldn't be in the Lite package...is the possibility of rules that insert "pauses" in combats. Encouragement perhaps to spend a round or two doing something other than frantically waving a sword. Sizing up foes, waiting for openings...all of which might space out time more, and add to the "realism" quotient. Hard to say from this though. Time will tell.
Damage: for lite, it looks like there are no hit locations, just general damage. I assume the regular version will still have the damage locations system as per the third edition.
- Probably. One thing I -like- is that the FAQ strongly implies that the "hit location" special manuever is gone. This pleases me immensely. Especially since physical skills are now, by and large, much cheaper to buy and raise.
My overall impression, as one can probably guess, is really really favorable. I've been a long time GURPS player and have enjoyed even the 3rd Edition a great deal. The streamlining and standardization of the rules, together with a new emphasis on adventure gaming that the 4rth Edition promises (and that Lite provides a glimpse of) will very likely draw me back to using it more often. I never actually stopped playing GURPS...but d20 had taken precedence for quite some time. This may turn things around a bit.