Why do you think a linear percentile-based system stinks? I'm just curiousFelon said:Harn-- [snip] Users a linear percentile-based system for determining success, which stinks.

Mean DM
Why do you think a linear percentile-based system stinks? I'm just curiousFelon said:Harn-- [snip] Users a linear percentile-based system for determining success, which stinks.
Felon said:GURPS--Ah, there's nothing like GURPS' smaller-than-life take on fantasy to make you appreciate D&D's over-the-top spellpunk approach.
Whereas D&D is too ridiculous and excessive to simulate traditional heroic fantasy, GURPS is too mundane and underwhelming. Conan wouldn't survive many violent encounters running around in that loincloth. Armor = Life. Encase your body in tempered steel. Then encase that encasement in even more steel. Convince your GM to give you one more point of PD by eliminating that visor from your helm; tell him you'll hire a seeing-eye beggar to guide you into the dungeon.
Even magic is dull, broken down into an unspectacular college-based system, which means that as a wizard you have a small group of spells that you specialize in, and most of the colleges are just variations on the same theme (e.g. a "bolt" spell, a "detect" spell, and a "shield" spell).
Don't expect the average wizard to have a Knock available to them.
Mean DM said:Why do you think a linear percentile-based system stinks? I'm just curious.Mean DM
Jürgen Hubert said:Then get in a pinch as the horde of goblins tackles you and pins you to the ground.
Then a grinning goblin approaches with a drill...![]()
OTOH, GURPS wizards tend to be more flexible because they don't have to prepare their spells in advance...
Theuderic said:Reve de Dragon?
jfiz said:I don't run DnD or D20 any more. I ran 1 3E game for a good while just after the new edition was released, and found too many problems where the rules worked in a manner that was absolutely contrary to what I wanted from them. Combat took literally forever - a single moderate combat routinely lasted a full 4hr+ gaming session....I like systems where the players know the rules well and don't have to always ask you or look up how every little thing works.
I like to be able to event spells and magical effects on the fly or during adventure/world design that I can then later model accurately with flexible magic rules.
I also like having a good understanding of how powerful a 35point character is, and being able to gauge/design threats appropriately on the same scale/basis.