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Gurps? Where do I start?
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<blockquote data-quote="Clueless" data-source="post: 3559707" data-attributes="member: 11802"><p>No no - in fact the exact opposite. What I said was " <em><strong>even</strong></em> at high level GURPS is deadly." </p><p></p><p>Your hit points don't scale with experience points unless you specifically buy up your health to make yourself able to survive more damage - this is a complete opposite of how it operates in d20 systems where you get extra hp for free essentially. Which means a gun to a character built on 100 points is *just* as nasty to one built on 200 or 300 if the higher point ("higher level" so to speak) character didn't buy extra health. Most players won't buy the health as they'd rather have a nifty power instead.... </p><p></p><p>In gurps combat is designed to be gritty. If you don't want people to have a good chance of dying from a single gut shot (for example, as they would in real life) you'll need to make modifications to the rules - or more likely - just give every PC and NPC some advantage for free that makes them able to shrug off damage - such as Hard to Kill, or a GM house rule advantage in which you declare each character to have triple the HP that the rules would calculate their character as having.</p><p></p><p>Given that your players are outright rejecting anything not d20 - I suspect you need to find out *why* they're doing that. No matter how much you pretty up gurps - it's not d20 and never will be. Ask them what they're looking for in a system - and make them pin it down to something more measurable than simply "We want you to run D&D like you always have." Mere familiarity is not a good enough reason. Once you know what they're looking for it may make the system shopping a little easier. </p><p></p><p>One of the things that may be an advantage for you and your players is that the system for gurps is built on a 3d6 roll - which forms a darned near perfect bell curve. That makes it a lot easier for you and players to have a good idea if they're going to make a skill check or not. You as gm will be able to avoid killing them when you don't want to, and they as players are far <strong>less</strong> vulnerable to the 'bad dice curse'. It's more predictable than a d20 roll where anything from a 1 to a 20 is a possibility at any given moment.</p></blockquote><p></p>
[QUOTE="Clueless, post: 3559707, member: 11802"] No no - in fact the exact opposite. What I said was " [i][b]even[/b][/i] at high level GURPS is deadly." Your hit points don't scale with experience points unless you specifically buy up your health to make yourself able to survive more damage - this is a complete opposite of how it operates in d20 systems where you get extra hp for free essentially. Which means a gun to a character built on 100 points is *just* as nasty to one built on 200 or 300 if the higher point ("higher level" so to speak) character didn't buy extra health. Most players won't buy the health as they'd rather have a nifty power instead.... In gurps combat is designed to be gritty. If you don't want people to have a good chance of dying from a single gut shot (for example, as they would in real life) you'll need to make modifications to the rules - or more likely - just give every PC and NPC some advantage for free that makes them able to shrug off damage - such as Hard to Kill, or a GM house rule advantage in which you declare each character to have triple the HP that the rules would calculate their character as having. Given that your players are outright rejecting anything not d20 - I suspect you need to find out *why* they're doing that. No matter how much you pretty up gurps - it's not d20 and never will be. Ask them what they're looking for in a system - and make them pin it down to something more measurable than simply "We want you to run D&D like you always have." Mere familiarity is not a good enough reason. Once you know what they're looking for it may make the system shopping a little easier. One of the things that may be an advantage for you and your players is that the system for gurps is built on a 3d6 roll - which forms a darned near perfect bell curve. That makes it a lot easier for you and players to have a good idea if they're going to make a skill check or not. You as gm will be able to avoid killing them when you don't want to, and they as players are far [b]less[/b] vulnerable to the 'bad dice curse'. It's more predictable than a d20 roll where anything from a 1 to a 20 is a possibility at any given moment. [/QUOTE]
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