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Looking for info on GURPS. Unbalanced?
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<blockquote data-quote="mmu1" data-source="post: 760930" data-attributes="member: 319"><p>Like any purely point-buy, skill-based system, it's extremely susceptible to powergaming, min-maxing, and other abuse, especially given the huge number of supplements available and the large amounts of edges/flaws.</p><p></p><p>The fact that a lot of stuff that'd be handled by Wisdom and Charisma in D&D all gets rolled into INT doesn't help the balance either. INT is used for everything - environmental awareness, keeping one's cool in battle... Under the basic rules, it's hard to make an absent-minded scientist, anyone highly intelligent has the situational awareness and senses of a fighter pilot. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> They do suggest alternatives in some supplements, but I don't think there is a codified system for it.</p><p></p><p>Kind of getting off on a tangent here, but I also don't like the reccommened power level for starting (100 point + 35 points of flaws) characters, which every GURPS GM I had insisted on... I can't even build myself (a large, fairly strong guy, above average manual dexterity, good health, a degree from a good university, a scientific education, a smattering of other skills, and no debilitating flaws (in GURPS, physical flaws are often crippling and most mental ones make you a nutcase, what most of use have are 1-point <em>quirks</em>) that could subtract from the point total), never mind a heroic character I'd want to play. It's quite a change in that way from D&D, which definitely emphasises above-average individuals.</p></blockquote><p></p>
[QUOTE="mmu1, post: 760930, member: 319"] Like any purely point-buy, skill-based system, it's extremely susceptible to powergaming, min-maxing, and other abuse, especially given the huge number of supplements available and the large amounts of edges/flaws. The fact that a lot of stuff that'd be handled by Wisdom and Charisma in D&D all gets rolled into INT doesn't help the balance either. INT is used for everything - environmental awareness, keeping one's cool in battle... Under the basic rules, it's hard to make an absent-minded scientist, anyone highly intelligent has the situational awareness and senses of a fighter pilot. :) They do suggest alternatives in some supplements, but I don't think there is a codified system for it. Kind of getting off on a tangent here, but I also don't like the reccommened power level for starting (100 point + 35 points of flaws) characters, which every GURPS GM I had insisted on... I can't even build myself (a large, fairly strong guy, above average manual dexterity, good health, a degree from a good university, a scientific education, a smattering of other skills, and no debilitating flaws (in GURPS, physical flaws are often crippling and most mental ones make you a nutcase, what most of use have are 1-point [i]quirks[/i]) that could subtract from the point total), never mind a heroic character I'd want to play. It's quite a change in that way from D&D, which definitely emphasises above-average individuals. [/QUOTE]
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