Vaxalon said:If you "fix" it so that it's not as tedious, it's not GURPS, it's a homebrew system based on GURPS... and I would rather play DnD where I don't need to revamp the whole system.
Psionicist said:How many GURPS character creation points to you need to be equally powerful a 32 point D&D character? 100? 120? 150?
That is, what is a good starting point pool?
Doc_Klueless said:I think GURPS Traveller is possibly the best incarnation of Trav. to date.
I'm not sure what this has to do with anything.![]()
I don't agree, IMO, that's what advantages, disadvantages, etc are for. Need a Willpower Boost, buy Will +x, need charisma, buy Charisma or Attractiveness. Actually, I like it better than the DND Wis and Cha characteristics that until recently were "sub-characteristics" in my book (some of this has been changed with some of the balancing in 3E).Therefore, GURPS concludes that everything that can possibly do with the mind is an INT-based skill.
reapersaurus said:If you want a durable, dexterous, strong fighter, you gotta pump in too many points that you don't have at creation to distinguish yourself from the normal person (10 in a stat).
reapersaurus said:also, the Health stat (which only affect hit points and endurance, basically) is just as expensive to pump up than DEX or INT (the god stats in GURPS).
Therefore, you see a lot of PC's with 10 in Health.
And not too many really strong PC's, since all it does is affect damage.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.