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GURPS - What is it?
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<blockquote data-quote="qstor" data-source="post: 62443" data-attributes="member: 1489"><p>As a DM I enjoy the "realistic" aspects of GURPS combat. Even though I have been playing D&D for over a year. I still have problems with combat at higher levels. As d20 modern is being developed I hope it changes somewhat. 20th level fighter takes three rounds from an M16. Ok take your damage and now make your Fort save at +18 or what ever....</p><p></p><p>No hit location tables in D&D is another problem I have. GURPS has detailed hit location tables.</p><p></p><p>Add these in as house rules and D&D becomes less d20 and more a house rules game.</p><p></p><p>As a player as mentioned before I love the flexibility in GURPS. Your fighter can have a good pick lock score and a very decent to hit with a 100 point character. I'm glad that the skill system in D&D allows characters to take non class skills. That way I have give my fighter knowledge (history) or Pick Pocket.</p><p></p><p>But the complexity of the combat gets me down as a DM. And personaly I dont have enough rules knowledge to run a very good game and not get challenged on rulings by a GURPS rules lawyer. D&D is a relatively easy system and as mentioned before players are readily available. And as Vaxalon mentioned its easy to create adventures.</p><p></p><p>I also am a great fan of GURPS Traveller and will continue to purchase the books as they come out.</p><p></p><p>One comment about GURPS Supers. I think 750 points should be the benchmark for a "four color" game. With 500 points for a Dark Champions type game with PC's like the Vigilante or Batman. 1000 points should be reversed for ultrapowered PC's or villains such as Dr. Doom or the Hulk.</p><p></p><p>Just my 2 cents on a game that I like but have reservations about and I'm not playing it now..</p><p></p><p>Mike</p></blockquote><p></p>
[QUOTE="qstor, post: 62443, member: 1489"] As a DM I enjoy the "realistic" aspects of GURPS combat. Even though I have been playing D&D for over a year. I still have problems with combat at higher levels. As d20 modern is being developed I hope it changes somewhat. 20th level fighter takes three rounds from an M16. Ok take your damage and now make your Fort save at +18 or what ever.... No hit location tables in D&D is another problem I have. GURPS has detailed hit location tables. Add these in as house rules and D&D becomes less d20 and more a house rules game. As a player as mentioned before I love the flexibility in GURPS. Your fighter can have a good pick lock score and a very decent to hit with a 100 point character. I'm glad that the skill system in D&D allows characters to take non class skills. That way I have give my fighter knowledge (history) or Pick Pocket. But the complexity of the combat gets me down as a DM. And personaly I dont have enough rules knowledge to run a very good game and not get challenged on rulings by a GURPS rules lawyer. D&D is a relatively easy system and as mentioned before players are readily available. And as Vaxalon mentioned its easy to create adventures. I also am a great fan of GURPS Traveller and will continue to purchase the books as they come out. One comment about GURPS Supers. I think 750 points should be the benchmark for a "four color" game. With 500 points for a Dark Champions type game with PC's like the Vigilante or Batman. 1000 points should be reversed for ultrapowered PC's or villains such as Dr. Doom or the Hulk. Just my 2 cents on a game that I like but have reservations about and I'm not playing it now.. Mike [/QUOTE]
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