tetsujin28
First Post
Gotta agree with you. It's the coolest magic system out there, including the over-rated Ars Magica.Ethernaut said:4. Voodoo/Spirits - my favorite magic system... which can be adapted to other games
Gotta agree with you. It's the coolest magic system out there, including the over-rated Ars Magica.Ethernaut said:4. Voodoo/Spirits - my favorite magic system... which can be adapted to other games
Jim Hague said:I mean, if someone's having fun doing it, great...but IME it's more often someone that's either trying to gain what amounts to a metagame advantage, or that views the game as a competition between GM and players. And in both cases, that's not a Good Thing.
Numion said:So sure of your opinion, you are [/Yoda]. Have you ever seen the player type who thrives on this type of thing? I have, and it's not necessarily disruptive. We're all big boys, and as long as the DM keeps the game from devolving into munchkinism a little number crunching doesn't hurt anybody.
The player just has to do his maths 'on the fly' in a timely fashion as not to disrupt the game. Using power attack is one factor the fighter can control in his hacking - deciding how much accuracy you sacrifice for straight power in the blow is no different from a sorcerer applying empower metamagic or whatnot.
As for Gurps .. I really like the game in theory. It is designed in a fashion that it makes sense. Today at the game shop I even almost caved in and got the 4th ed, but since I already have 3rd ed and no functional campaign or even a one-shot came out of that, I decided not to go for it. All the pieces are there, but it just doesn't translate to good gaming for me.
tetsujin28 said:There really are a lot of supplements you should consider if you're going to be doing contemporary horror: GURPS Horror, Spirits, Voodoo, and Cabal are all excellent. You might also want to take a look at the two volumes of Suppressed Transmission.
Jim Hague said:What surprises me in all this is that people are bothering to calculate percentages for success. There's very, very few ways a characters would know this in all but the most general and nebulous way...why sit there and play the numbers game when you could be roleplaying the encounter, whatever it may be? Isn't that called metagaming and generally frowned upon?![]()
No, it's awful that you insist on playing in a game system where it takes complex calculations to figure out what the most tactically sound next combat move is!mmu1 said:Yeah, taking the time to plan your next combat move (because you play under the assumption that someone who adventures for a living might have a solid grasp of tactics, especially when his life depends on it every day) while other people are taking their turns in combat is metagaming. It's awful, the way game play would speed up if everyone did it.
Conaill said:No, it's awful that you insist on playing in a game system where it takes complex calculations to figure out what the most tactically sound next combat move is!![]()
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VirgilCaine said:Given, but that's four of them. I'm not planning on it being ghost-heavy (Supernatural, I'm looking at you...) and I'm going for more of a CoC feel to it.
I've never played GURPS but i like what i'm hearing about the supplements. Those that enjoy them, what would you say are the top five supplement books out there? And are they generic enough to be applied to a d20 game, or any other system?