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<blockquote data-quote="Jim Hague" data-source="post: 2665245" data-attributes="member: 17550"><p>I'll chime in here, having run GURPS 3rd for nearly 10 years.</p><p></p><p>IME, folks that add <em>all</em> of the optional rules from supplements are asking for trouble. The non-core rules aren't balanced against anything but the setting they're in, so you end up mixing and matching to your peril. At that end of the spectrum, trying to run a multi-book, multi-genre campaign becomes crazymaking. Ultimately, it's that feature that caused me to abandon GURPS in the first place - partially due to rules bloat, which was my fault, but also because the rules weren't universally balanced, giving lie the the 'Universal' part of the game.</p><p></p><p>GURPS is like a lot of other generic systems - it represents a given mean of characters very well, and starts to lose useability and coherency outside that range. 3rd was balanced (more or less) for characters between 100-200 points. Beyond that, it doesn't work terribly well. And nowhere is this more clear than GURPS combat.</p><p></p><p>Example: The PCs, trapped on a crippled Russian submarine, are attacked by a squad of transgenic octopus/human hybrids sent by the bad guys. These hybrids took about two hours to stat out properly, and rang in at 500 points, roughly. PCs ranged from 400 to 475 points, with a gaggle of 50 point Russian sailors backing them up. PCs get initiative. Hybrids die in a single round, even allowing for cover, armor and tactics. Well, there went <em>that</em> encounter.</p><p></p><p>All of that being said, the GURPS genre supplements (Horror being my fave) are almost universally beyond reproach and consistently excellent. It sounds like damning with faint praise, but I can't recommend the supplements enough.</p></blockquote><p></p>
[QUOTE="Jim Hague, post: 2665245, member: 17550"] I'll chime in here, having run GURPS 3rd for nearly 10 years. IME, folks that add [i]all[/i] of the optional rules from supplements are asking for trouble. The non-core rules aren't balanced against anything but the setting they're in, so you end up mixing and matching to your peril. At that end of the spectrum, trying to run a multi-book, multi-genre campaign becomes crazymaking. Ultimately, it's that feature that caused me to abandon GURPS in the first place - partially due to rules bloat, which was my fault, but also because the rules weren't universally balanced, giving lie the the 'Universal' part of the game. GURPS is like a lot of other generic systems - it represents a given mean of characters very well, and starts to lose useability and coherency outside that range. 3rd was balanced (more or less) for characters between 100-200 points. Beyond that, it doesn't work terribly well. And nowhere is this more clear than GURPS combat. Example: The PCs, trapped on a crippled Russian submarine, are attacked by a squad of transgenic octopus/human hybrids sent by the bad guys. These hybrids took about two hours to stat out properly, and rang in at 500 points, roughly. PCs ranged from 400 to 475 points, with a gaggle of 50 point Russian sailors backing them up. PCs get initiative. Hybrids die in a single round, even allowing for cover, armor and tactics. Well, there went [i]that[/i] encounter. All of that being said, the GURPS genre supplements (Horror being my fave) are almost universally beyond reproach and consistently excellent. It sounds like damning with faint praise, but I can't recommend the supplements enough. [/QUOTE]
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