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Looking for info on GURPS. Unbalanced?
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<blockquote data-quote="Henry" data-source="post: 762948" data-attributes="member: 158"><p>I always liked the idea of GURPS as a multi-genre system first and foremost. I often think than Ryan Dancey got the d20 concept from Steve Jackson games, and turned Steve's business model on its ear (GURPS makes more money from the supplements than it does from the core rules, in my experience). I also enjoy the more realistic feel of a character under the GURPS system.</p><p></p><p>There was always one thing that bugged me, though. You could create a 100-point buy character, assign all 100 points to one stat (either DEX or INT) to get a 17 score, and become a default skill god. alternately, you could do the same, take about 45 points worth of various quirks and skills (such as code of honor, compulsive liar, enemy organization on a low frequency of appearance), then you could assign 1/2 point to 2 points in about 60 to 90 different skills, and pretty much succeed on a 15 or better in most cases.</p><p></p><p>The secret to GURPS min-maxing was to pump up the base score, not the skills. It was always far too expensive to pump up the base skills above your ability score, so the easiest thing was to save up your character points to do the one thing that always mattered - pumping up your default score.</p></blockquote><p></p>
[QUOTE="Henry, post: 762948, member: 158"] I always liked the idea of GURPS as a multi-genre system first and foremost. I often think than Ryan Dancey got the d20 concept from Steve Jackson games, and turned Steve's business model on its ear (GURPS makes more money from the supplements than it does from the core rules, in my experience). I also enjoy the more realistic feel of a character under the GURPS system. There was always one thing that bugged me, though. You could create a 100-point buy character, assign all 100 points to one stat (either DEX or INT) to get a 17 score, and become a default skill god. alternately, you could do the same, take about 45 points worth of various quirks and skills (such as code of honor, compulsive liar, enemy organization on a low frequency of appearance), then you could assign 1/2 point to 2 points in about 60 to 90 different skills, and pretty much succeed on a 15 or better in most cases. The secret to GURPS min-maxing was to pump up the base score, not the skills. It was always far too expensive to pump up the base skills above your ability score, so the easiest thing was to save up your character points to do the one thing that always mattered - pumping up your default score. [/QUOTE]
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