Looking for info on GURPS. Unbalanced?

Conaill said:


And I could probably design a character that would outshine them significantly in specific areas. For example, it sounds like you were missing a good melee fighter (high ST and HT). With DR rules, you're often better off hitting hard than hitting often (especially against armored opponents), and a fighter can focus on buying up a few combat skill instead of pumping his DX to a 17 or 18.

Guns, anyone? Most advanced weapons do plenty of damage and don't need much STR, err ST. In fact, playing in weird WW2 game with undead, I've found that most gun shots almost automatically do blow through damage, so having more health means you take more damage. You really need a good melee fighter in WWII.
 

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Conaill said:
With DR rules, you're often better off hitting hard than hitting often (especially against armored opponents), and a fighter can focus on buying up a few combat skill instead of pumping his DX to a 17 or 18.

In our situation, we were playing a more modern setting, and the rifles and SMG's they were using were doing more than enough damage. Their favored tactic was to seek cover and snipe the enemy to death. Even in a firefight, their dex meant they usually got to go first (even when averaged with health) and whatever they fought there wasn't much left of when the smoke cleared.

But I can certainly see what you refer to, by starting off as all potential and little skill. However, the problem I incurred was that the characters acted like they had a LOT of skill right off the bat, due to the fact that the ability score determined the base skill, albeit defaulted. Very similar to the situation in 2nd edition AD&D with Non weapon proficiencies, where spending one point got you the base number for the skill, but even though you could spend additional points for higher rank on a 1-for-1 basis, there really wasn't much point, since you got more benefit out of buying up another skill.
 

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