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<blockquote data-quote="Jürgen Hubert" data-source="post: 2665171" data-attributes="member: 7177"><p>This is true, and this was a problem for me when I started GMing GURPS as well. But I've learned a thing or two since then.</p><p></p><p>First of all, high skills are supposed to be <em>rare</em> in game worlds. Anything beyond a skill level of 12 is very good for an ordinary "mook" opponent - so if you are GMing, avoid high skill values for anything other than elite opponents. If you want to challenge the PCs, send them against larger numbers of lesser skilled opponents instead. Even the best swordsmen is in deep, deep trouble when he is surrounded in GURPS:</p><p></p><p>"I block the first attack!" (assuming the character has a shield)</p><p>"I parry the second attack!"</p><p>"Now I can either try to dodge the attack - with a much lower success chance - or parry it at -4 to my effective skill. Oh, bugger..."</p><p></p><p>This goes both ways - PCs can gang up on superior opponents once they have dispatched of his mooks, and he will be defeated in short order.</p><p></p><p>Another way to challenge the PCs is to let them fight against much bigger and stronger opponents with big weapons - like my ogres. Sure, they won't hit as often, but the damage they do is so significant that the players will sweat every time you roll to hit. Besides, if they try to block any hits with their shield, there is a chance that their shield will be damaged. Likewise, if they parry the attack, their weapon might break since it is likely smaller and lighter.</p><p></p><p></p><p>GURPS combat can run really well if the GM knows how to work the system. But it works under a different set of assumptions, and this is something that can catch new GURPS GMs off guard.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 2665171, member: 7177"] This is true, and this was a problem for me when I started GMing GURPS as well. But I've learned a thing or two since then. First of all, high skills are supposed to be [i]rare[/i] in game worlds. Anything beyond a skill level of 12 is very good for an ordinary "mook" opponent - so if you are GMing, avoid high skill values for anything other than elite opponents. If you want to challenge the PCs, send them against larger numbers of lesser skilled opponents instead. Even the best swordsmen is in deep, deep trouble when he is surrounded in GURPS: "I block the first attack!" (assuming the character has a shield) "I parry the second attack!" "Now I can either try to dodge the attack - with a much lower success chance - or parry it at -4 to my effective skill. Oh, bugger..." This goes both ways - PCs can gang up on superior opponents once they have dispatched of his mooks, and he will be defeated in short order. Another way to challenge the PCs is to let them fight against much bigger and stronger opponents with big weapons - like my ogres. Sure, they won't hit as often, but the damage they do is so significant that the players will sweat every time you roll to hit. Besides, if they try to block any hits with their shield, there is a chance that their shield will be damaged. Likewise, if they parry the attack, their weapon might break since it is likely smaller and lighter. GURPS combat can run really well if the GM knows how to work the system. But it works under a different set of assumptions, and this is something that can catch new GURPS GMs off guard. [/QUOTE]
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