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System that is gritty AND heroic?
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<blockquote data-quote="Skallgrim" data-source="post: 5129650" data-attributes="member: 79271"><p>I'm gonna vote for GURPS on this one.</p><p></p><p>Hang on, I know someone's going to point out how lethal GURPS is....</p><p></p><p>What I did, when I was co-running a GURPS fantasy campaign, was figure out the points level which we wanted the PCs to be running on. That will help determine how heroic and cool they look. </p><p></p><p><span style="font-size: 9px">I would particularly recommend giving them fewer points than expected at the start, and giving them more xp than normal for the first few sessions. This seems to lead to more focused characters.</span></p><p></p><p>Then, on top of the points that the PCs had to spend, every single PC also had one level of Lucky (reroll a die roll once per hour) and two or three (I forget) levels of Hard to Kill. The neat thing about Hard to Kill was that it affected your "death checks" in the game. Once you were sufficiently injured, you had to roll against your HT (kind of like CON) to avoid dying. If you made the roll, but only due to the bonus from Hard to Kill, you lost consciousness and appeared dead.</p><p></p><p>This way, you could have vicious combats in a realistic system, but the PCs, by virtue of being Heroes, were more likely to survive them, even if, in the combat itself, they were no more or less vulnerable than the other combatants.</p><p></p><p>Also, given the intensely modular aspect of GURPS, it is very easy to dial down the vulnerability of PCs with things like Hard to Kill, etc. to fit your own personal GM preferences.</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 5129650, member: 79271"] I'm gonna vote for GURPS on this one. Hang on, I know someone's going to point out how lethal GURPS is.... What I did, when I was co-running a GURPS fantasy campaign, was figure out the points level which we wanted the PCs to be running on. That will help determine how heroic and cool they look. [SIZE="1"]I would particularly recommend giving them fewer points than expected at the start, and giving them more xp than normal for the first few sessions. This seems to lead to more focused characters.[/SIZE] Then, on top of the points that the PCs had to spend, every single PC also had one level of Lucky (reroll a die roll once per hour) and two or three (I forget) levels of Hard to Kill. The neat thing about Hard to Kill was that it affected your "death checks" in the game. Once you were sufficiently injured, you had to roll against your HT (kind of like CON) to avoid dying. If you made the roll, but only due to the bonus from Hard to Kill, you lost consciousness and appeared dead. This way, you could have vicious combats in a realistic system, but the PCs, by virtue of being Heroes, were more likely to survive them, even if, in the combat itself, they were no more or less vulnerable than the other combatants. Also, given the intensely modular aspect of GURPS, it is very easy to dial down the vulnerability of PCs with things like Hard to Kill, etc. to fit your own personal GM preferences. [/QUOTE]
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