Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Staffan" data-source="post: 9544595" data-attributes="member: 907"><p>I mostly agree with your criticism of GURPS, but I think there's a point to the bell curve. The idea is that increasing your skill level leads to diminishing returns when it comes to regularly difficult things – going from 12 to 14 is an increase in from about 75% chance to about 90%, but going from 14 to 16 then only builds it up to about 98%, and beyond that it doesn't help at all. But the character with 16 can take a -4 penalty and still have about a 75% chance, while the guy with 14 is now down to 50% and the one with 12 is at 25%. Whether that's a good thing or not is a different matter.</p><p></p><p>There are two issues related to this, though. One is that you get double-whammied on the diminishing returns front. With an average-difficulty skill, 1 point gets you stat-1, 2 points get you stat+0, 4 points gets you stat+1, and every additional 4 points gets you an additional +1. So just as you start getting diminishing returns on each skill level, the costs start going up. That's why the powergamer move in GURPS is to max your DX and IQ and spend as little as possible on skills. If you're spending 100 points on IQ and IQ-based skills, you can either pump IQ to 14 for 80 points and then spend 20 points on getting 20 different Average skills up to 13 for 1 point each, or you can keep IQ at 10 , get 8 skills to 13, and 1 to 11. And given how many frelling skills GURPS has, 20 skills aren't that many.</p><p></p><p>The other issue is that GURPS is <strong>very</strong> "generous" with penalties to skills, but far less generous with bonuses. Being unfamiliar with the specific equipment you're using is a -2, for example. This can stack for being different in multiple ways – the game specifically calls out someone used to 12.7mm sniper rifles having a -6 when using a 5.56mm assault rifle (-2 each for unfamiliar caliber, unfamiliar action (bolt action vs self-loader), and grip (bipod vs hand-held)).</p></blockquote><p></p>
[QUOTE="Staffan, post: 9544595, member: 907"] I mostly agree with your criticism of GURPS, but I think there's a point to the bell curve. The idea is that increasing your skill level leads to diminishing returns when it comes to regularly difficult things – going from 12 to 14 is an increase in from about 75% chance to about 90%, but going from 14 to 16 then only builds it up to about 98%, and beyond that it doesn't help at all. But the character with 16 can take a -4 penalty and still have about a 75% chance, while the guy with 14 is now down to 50% and the one with 12 is at 25%. Whether that's a good thing or not is a different matter. There are two issues related to this, though. One is that you get double-whammied on the diminishing returns front. With an average-difficulty skill, 1 point gets you stat-1, 2 points get you stat+0, 4 points gets you stat+1, and every additional 4 points gets you an additional +1. So just as you start getting diminishing returns on each skill level, the costs start going up. That's why the powergamer move in GURPS is to max your DX and IQ and spend as little as possible on skills. If you're spending 100 points on IQ and IQ-based skills, you can either pump IQ to 14 for 80 points and then spend 20 points on getting 20 different Average skills up to 13 for 1 point each, or you can keep IQ at 10 , get 8 skills to 13, and 1 to 11. And given how many frelling skills GURPS has, 20 skills aren't that many. The other issue is that GURPS is [B]very[/B] "generous" with penalties to skills, but far less generous with bonuses. Being unfamiliar with the specific equipment you're using is a -2, for example. This can stack for being different in multiple ways – the game specifically calls out someone used to 12.7mm sniper rifles having a -6 when using a 5.56mm assault rifle (-2 each for unfamiliar caliber, unfamiliar action (bolt action vs self-loader), and grip (bipod vs hand-held)). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
Top