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Help Me Understand the GURPS Design Perspective
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<blockquote data-quote="Celebrim" data-source="post: 7846187" data-attributes="member: 4937"><p>The escalating costs roughly match the escalating gains in marginal utility often precisely because GURPS uses a bell curve that makes each step further from the norm more and more profitable. For example, having an active defense gets increasingly good the closer you can get that active defense to succeed on a 16. Similar things are true about damage resistance. Each point of damage resistance is a little bit better in practice than the one before it, as it raises the possibility that you'll be effectively immune to any attack which would be fair to unleash on the party as a whole or at the least, that if you are subjected to such attacks, it won't be long before the more balanced characters are all dead. As a spell-caster, it's much better to have one or two really good spells that you can cast for free and at a good effect than a wide variety that will fatigue you. The game, as with many point buy games, is balanced around the assumption that role-play concerns will push PC's into making 'realistic' well-rounded characters that can do a lot of things with average or above average skill.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7846187, member: 4937"] The escalating costs roughly match the escalating gains in marginal utility often precisely because GURPS uses a bell curve that makes each step further from the norm more and more profitable. For example, having an active defense gets increasingly good the closer you can get that active defense to succeed on a 16. Similar things are true about damage resistance. Each point of damage resistance is a little bit better in practice than the one before it, as it raises the possibility that you'll be effectively immune to any attack which would be fair to unleash on the party as a whole or at the least, that if you are subjected to such attacks, it won't be long before the more balanced characters are all dead. As a spell-caster, it's much better to have one or two really good spells that you can cast for free and at a good effect than a wide variety that will fatigue you. The game, as with many point buy games, is balanced around the assumption that role-play concerns will push PC's into making 'realistic' well-rounded characters that can do a lot of things with average or above average skill. [/QUOTE]
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