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Gurps? Where do I start?
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<blockquote data-quote="coyote6" data-source="post: 3564167" data-attributes="member: 1225"><p>Attributes start at 10; you buy ST, DX, IQ, & HT up from 10. So you're stats are actually:</p><p></p><p>300 pt starting.</p><p>ST 20</p><p>DX 15</p><p>IQ 18</p><p>HT 20</p><p></p><p>HP 20 Will 18 Perception 18 FP 20 Base Speed 8.75 Dodge 9</p><p></p><p>Rapier (A+3, or 18)</p><p>Stealth (A+2, or 17)</p><p>Savoir Faire (A+2, or 20)</p><p>Obsvervation (A+2, or 20)</p><p></p><p>Weapon</p><p>Raiper (18) 2d imp; Parry 14</p><p></p><p>Note that you roll on 3d6, trying to roll less than you adjusted skill number; so to hit Joe Average, with no special circumstances, you need to roll an 18 or less on 3d6.</p><p></p><p>(A 17 or 18 is an automatic failure; but you're still practically guaranteed to hit.)</p><p></p><p>FWIW, the character stats you list are for a massively powerful badass. A regular starting 150 pt PC won't be that badass.</p><p></p><p>Also, if you're going to be fighting guys in armor, you either want to use some of the advanced combat rules, so you can attack parts of the body that aren't armored (or aren't as heavily armored), or you want to use a weapon other than a rapier. ST 20 plus a broadsword is 3d+3 cut damage; you're going to roll an average of 13 pts of damage; full plate has DR 7, so you'll get about 6 pts of damage through; since it's cutting, the target will take +50% damage, or 9 pts. The average person has HP 10; 9 pts is a serious wound.</p><p></p><p>(AFAIK, rapiers and full plate weren't historically common at the same time & in the same places; one didn't see full plate at the wine shop or in the market, and rapiers weren't the primary weapon of military units. Rapiers just weren't any good at penetrating heavy armor, and their GURPS stats reflect that.)</p></blockquote><p></p>
[QUOTE="coyote6, post: 3564167, member: 1225"] Attributes start at 10; you buy ST, DX, IQ, & HT up from 10. So you're stats are actually: 300 pt starting. ST 20 DX 15 IQ 18 HT 20 HP 20 Will 18 Perception 18 FP 20 Base Speed 8.75 Dodge 9 Rapier (A+3, or 18) Stealth (A+2, or 17) Savoir Faire (A+2, or 20) Obsvervation (A+2, or 20) Weapon Raiper (18) 2d imp; Parry 14 Note that you roll on 3d6, trying to roll less than you adjusted skill number; so to hit Joe Average, with no special circumstances, you need to roll an 18 or less on 3d6. (A 17 or 18 is an automatic failure; but you're still practically guaranteed to hit.) FWIW, the character stats you list are for a massively powerful badass. A regular starting 150 pt PC won't be that badass. Also, if you're going to be fighting guys in armor, you either want to use some of the advanced combat rules, so you can attack parts of the body that aren't armored (or aren't as heavily armored), or you want to use a weapon other than a rapier. ST 20 plus a broadsword is 3d+3 cut damage; you're going to roll an average of 13 pts of damage; full plate has DR 7, so you'll get about 6 pts of damage through; since it's cutting, the target will take +50% damage, or 9 pts. The average person has HP 10; 9 pts is a serious wound. (AFAIK, rapiers and full plate weren't historically common at the same time & in the same places; one didn't see full plate at the wine shop or in the market, and rapiers weren't the primary weapon of military units. Rapiers just weren't any good at penetrating heavy armor, and their GURPS stats reflect that.) [/QUOTE]
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