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<blockquote data-quote="Shadoglare" data-source="post: 2719494" data-attributes="member: 38344"><p>Which is exactly why in the new campaign I'm working on right now, I'm being sure to emphasise to the players that as this is not going to be a military or merc campaign, they are not going to be annoyingly well-armed like this. They've been informed they will be allowed to carry a side-arm such as a pistol, and *maybe* some inconspicuous light armor - battles will either be in that light gunplay or in hand-to-hand brawling, or a mix (although I'm sure there will be the occassional "splatter the bad guy across the wall" exception). </p><p>I'm sure this will take some adjustment, as the players are all mostly D&D players who are used to the "I need a better toy" mentality and are used to constantly getting weapon & armor upgrades. </p><p>That mentality works fine in D&D because no matter how strong you & your opponents' stuff is, if you hit, you hit, and that's all there is to it. Not so with GURPS - which actually allows your target to not just stand there like a doofus and take the hit. (D&D does have a "dodge" but all it is, is an extra feat that adds +1 to your AC against the foe you are currently engaged with). Thus, if you have thick armor and good dodging skills, and so does your opponent, I can definately see battles taking a looooooooooooooong time. </p><p>But again that's probably why even in the GURPS rulebooks it states that their rules are designed around battle being a last resort exception, not a rule - they didn't intend them to be for hack-n-slash campaigns where you're killing off a group of baddies every time you turn a corner.</p></blockquote><p></p>
[QUOTE="Shadoglare, post: 2719494, member: 38344"] Which is exactly why in the new campaign I'm working on right now, I'm being sure to emphasise to the players that as this is not going to be a military or merc campaign, they are not going to be annoyingly well-armed like this. They've been informed they will be allowed to carry a side-arm such as a pistol, and *maybe* some inconspicuous light armor - battles will either be in that light gunplay or in hand-to-hand brawling, or a mix (although I'm sure there will be the occassional "splatter the bad guy across the wall" exception). I'm sure this will take some adjustment, as the players are all mostly D&D players who are used to the "I need a better toy" mentality and are used to constantly getting weapon & armor upgrades. That mentality works fine in D&D because no matter how strong you & your opponents' stuff is, if you hit, you hit, and that's all there is to it. Not so with GURPS - which actually allows your target to not just stand there like a doofus and take the hit. (D&D does have a "dodge" but all it is, is an extra feat that adds +1 to your AC against the foe you are currently engaged with). Thus, if you have thick armor and good dodging skills, and so does your opponent, I can definately see battles taking a looooooooooooooong time. But again that's probably why even in the GURPS rulebooks it states that their rules are designed around battle being a last resort exception, not a rule - they didn't intend them to be for hack-n-slash campaigns where you're killing off a group of baddies every time you turn a corner. [/QUOTE]
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