Jim Hague said:
Planning what you do in character is fine; working out the exact range and modifiers is something for the GM. Knowing what modifiers to shuffle around for optimal effect isn't something the character'd know, save under certain circumstances (having some attribute that reveals a weak spot, for example), and even then I'd simply say that's a game effect. In cases of Feats like Power Attack (d20, not GURPS, obviously), there needs to be flexibility, but the player should describe what they're doing and explain how those numbers come out in character.
Sorry to keep the drift going, but...
A character should be able to act in accordance with the competencies listed on their sheet. Sure, the *PC* doesn't know what a Power Attack feat is (unless he's a fighter named Roy), but that rule is how said PC's expertise is reflected in the laws of the game universe. IMO, gaming the calculation for best BAB sacrifice when Power Attacking is just
playing the character properly.
Sure, there's a point at which this can go overboard, but too much separation of player and character knowledge short-changes the character, and results in, IMO, unrealistic results, simulation-wise. People are generally aware of their capabilties, especially in their fields of expertise. Characters are people, too!
As for bell-curves being inherently more intuitive than flat distributions... I don't agree. It really depends how the die mechanic is used in the game. (I also think "intuitive" isn't really the right term. I don't thnk there's anything "intuitive" about whether action resolution should be resolved with a flat or curved distribution. We've left intuition far behind at that point. What's intuitive about both mechanics is that "high nunber = good".)
IME, I'm usually guesstimating, anyway. With d20, guesstimating is pretty easy because it's all multiples of 5. With HERO (my 3d6 system), guesstimating is pretty easy because I just look at how far my final target number is from 10-11 (the top of the curve).
Anyway, as for GURPS...
Didn't really like GURPS 3e. Like GURPS 4e quite a bit.
Transhuman Space is badass.
Unfortunately, my first chance to actually
play GURPS was at GenCon this year, and it was the singularly crappiest gaming experience ever. Not becasue of the rules, but because of the GM and other players. After about an hour and forty-five minutes of sitting at a cramped table in a deafeningly loud room with
nine people that numbered among them the very smelly, the very vulgar, the very immature, and they very misogynist... and having barely moved beyond the basic intro for the adventure, I just got up and left. First time I have ever walked out on a game.
So... yeah, not much on-topic content here. Thanks for your time!
