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It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
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<blockquote data-quote="stonehead" data-source="post: 9545876" data-attributes="member: 7047885"><p>Skills and advantages seem to be pointed using totally different philosophies. Advantages are <strong>(very roughly)</strong> pointed according to how useful they are to the average adventure. Obviously it's not perfect, because no campaign takes place in the platonic ideal of the average adventure, and there are a near-infinite number of possible combinations, so balancing all of them would be impossible.</p><p></p><p>Skills seem to be pointed roughly according to how hard they would be to learn in real life. How useful something is, unfortunately, has absolutely nothing to do with how hard it is to learn.</p><p></p><p>[HR][/HR]</p><p></p><p>Personally, I'm a huge fan of gurps, but it relies so heavily on everyone at the table trying their best to make it work that I can't really recommend it. It really was designed on the assumption that if someone makes an over-powered character <em>(which is stupidly easy)</em> the GM will just tell them to change it, and the player will cooperate. On top of that, it barely even counts as a system straight out-of-the box. If you want to have a fun game, the GM needs to put in a lot of work beforehand laying out what skills, advantages, disadvantages, tone, optional rules, etc, are appropriate for the game.</p><p></p><p>I would compare it to a poorly balanced TCG. If you have a group of friends who are all on the same page then playing the game is really fun. And as long as no one is only trying to 'win' building a deck/character is a really creative endeavor. But as soon as someone breaks that unwritten social contract, the entire thing falls apart and becomes miserable.</p></blockquote><p></p>
[QUOTE="stonehead, post: 9545876, member: 7047885"] Skills and advantages seem to be pointed using totally different philosophies. Advantages are [B](very roughly)[/B] pointed according to how useful they are to the average adventure. Obviously it's not perfect, because no campaign takes place in the platonic ideal of the average adventure, and there are a near-infinite number of possible combinations, so balancing all of them would be impossible. Skills seem to be pointed roughly according to how hard they would be to learn in real life. How useful something is, unfortunately, has absolutely nothing to do with how hard it is to learn. [HR][/HR] Personally, I'm a huge fan of gurps, but it relies so heavily on everyone at the table trying their best to make it work that I can't really recommend it. It really was designed on the assumption that if someone makes an over-powered character [I](which is stupidly easy)[/I] the GM will just tell them to change it, and the player will cooperate. On top of that, it barely even counts as a system straight out-of-the box. If you want to have a fun game, the GM needs to put in a lot of work beforehand laying out what skills, advantages, disadvantages, tone, optional rules, etc, are appropriate for the game. I would compare it to a poorly balanced TCG. If you have a group of friends who are all on the same page then playing the game is really fun. And as long as no one is only trying to 'win' building a deck/character is a really creative endeavor. But as soon as someone breaks that unwritten social contract, the entire thing falls apart and becomes miserable. [/QUOTE]
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It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
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