Hello,
Posted by Vigilance:
I like the combat system a lot, however, if you ever want to do something with the slightest cinematic edge (like Indiana Jones) it doesn't work.
Cinematic stuff can work just fine in GURPS
if both the PCs and NPCs are built properly for it. In addition to properly cinematic stats, PCs will need a healthy dose of that most cinematic Advantage, Luck - preferably, at the maximum 100-point "Ridiculous Luck" level. NPCs will need to be as incompetent as they are in the movies, as well, with even the more competent "boss" NPCs having easily-exploited cinematic Disadvantages such as Megalomania, Overconfidence, or Unluck of their own. With just these simple guidelines, you can run a pretty cinematic campaign even without using any of GURPS's special little cinematic rules tweaks.
Outright four-color superhero stuff will require a bit more rules tweaking, and unfortunately, the tools provided for that in
GURPS Supers mostly bite. Hard. Still, characters with superheroic point totals can work fairly well if they avoid the worst of the rules from that book - the mighty Galactic Patrol members of
GURPS Lensman are a decent example, being built more from
GURPS Psionics than
GURPS Supers.
Posted by VirgilCaine:
Okay, so the consensus is: no points for disads. Got it.
This sounds
more munchkiny than the GURPS standard rules, not less. Munchkins will simply refuse to take Disadvantages, and still have the same number of points as the role-players who took them. And if players are forced to take Disadvantages, the system winds up being little different in practice than the regular rules, except for reduced flexibility - 100-point characters forced to take 20 points of no-benefit Disadvantages are just 80-point characters. Munchkins will still gravitate towards Disadvantages that can be easily compensated for - say, Enemies who can be easily killed off, or bad Reputations that they would likely acquire soon anyway with their munchkiny actions.
Posted by woodelf:
Actually, i'd go a step further: i think that a lot of "disads" should *cost* points. Think of it like this: when you spend points to buy abilities, what you're really buying is story importance.
"Story importance"? I don't believe this should ever be something the PCs have to pay for - they should always be important in some way to every story they are involved in, otherwise, why would they bother to run the risks of being involved in it at all? They don't always have to be the most powerful or important characters in town, but minimizing their importance too much will turn a campaign into one long session of "well, why don't Elminster/Khelben/Drizzt get off his fat keister and do something about this problem?" PCs might perhaps buy "story importance"
relative to each other, but that sort of thing gets very close to cans of worms that are better left closed,
especially with munchkiny players. The only "disadvantages" that I could reasonably see charging for are those that give enough extra role-playing opportunities to allow a character to rack up lots of "good role-playing" bonus experience points. Such "disadvantages" would be something of an investment, accepting lesser abilities now (because of points spent on the "disadvantages") for the chance of quicker advancement in the future through display of one's mad role-playing skillz. And I don't think it would be an easy thing to balance out point costs and experience awards for that sort of thing, especially if multiple players take them and compete for the spotlight in hopes of making their "investment" pay off.
Posted by woodelf:
Well, i consider the inverse to be the flawed mechanism: the idea that flaws have to limit a character in the very areas they (or, rather, the player) care about.
Yes, this idea defies all logic - "I'm thoroughly nearsighted, so of course I decided to become the party's archer." Yet D&D uses it quite a bit because it feels it has to keep its Classes balanced against each other (especially since all Classes now use the same XP advancement table). The Archmage, for example, balances its new and powerful magical abilities by giving up its old and powerful magical abilities (permanent high-level spell slots). Heaven forbid a class called "Archmage" should actually be outright superior in spellcasting to other spellcasting classes...
Posted by Sejs:
Combat is deadly - if you take a solid sword blow to the head, chances are very good that you are going to die.
Posted by milotha:
GURPS combat can be a pain, and can take forever, especially at higher point buys where it just boils down to who can roll a critical succes on their hit and who rolls a critical failure on their dodge.
I always get a laugh out of this - two common gripes about GURPS, "combat is too slow" and "characters die too easily". Huh? If dudes are dropping dead so easily, what's slowing things up? Perhaps it's the fact that players used to the hack, hack, hack of D&D fighting haven't learned proper use of the "Feint" action, which lowers those annoying high defenses.
Posted by Staffan:
Mana pools, I like. The problem with GURPS magic is that casting a spell fatigues you, and your pool of fatigue points is dependent on Strength. Thus, wizards have a tendency to look like Ahnuld.
Don't know who you've been playing with, but they don't seem to have spent many points on Hobby Skill: Min-Max GURPS Character. Most wizards I've seen buy as much cheap Extra Fatigue as they're allowed, rather than taking the much more expensive route of buying up ST itself - often, they'll LOWER their ST for more points to buy the Extra Fatigue. True GURPS munchkins will even gain no actual physical benefit at all from this Fatigue, as it will be bought at even cheaper rates with the "usable for spellcasting only" Limitation. See
GURPS Myth for some sterling examples here.
Posted by Jürgen Hubert:
GURPS Supers is widely considered to be "broken" even among die-hard GURPS fans.
All too true, alas. Sad was the day when so many of the poorly thought-out concepts from that work were effectively incorporated into the core rules in other supplements, and, eventually, the Compendia.
Posted by Jürgen Hubert:
I have high hopes that David Pulver, who is one of the main writers behind 4E (and who is very knowledgeable in game design - see BESM2E) was able to fix the issues with that book...
May it be so; please, o Powers of Gaming, let it be so...
Posted by Jürgen Hubert:
Fatigue will be based on the Health attribute (while hit points will be based on Strength - since Strength also usually represents bulk). You can also buy up your Fatigue pool with character points...
This clears up one of my biggest annoyances with GURPS - the brutal kludges used to prevent giants, centaurs, and other non-stupid high-ST races from being spellcasting machines. The reduction of the need for
every differently-sized-than-human monster to have "split HT" and the "Extra Hit Points" Advantage or the "Reduced Hit Points" Disadvantage is another benefit of this welcome change.
Posted by Doc Klueless:
What I didn't like about GURPS magic is that each spell is a skill and Mental Hard to boot.
That system is workable, but I really hope they have at least as an option in the new
GURPS Magic a system similar to the "Ritual Magic" system from
GURPS Voodoo, with the seperate Colleges as skills ("Fire Magics", "Healing Magics", "Metamagic", etc.) and the individual spells as Maneuvers defaulting from those Skills, and executable only by characters with appropriate pre-requisites, similar to the current GURPS spell pre-req webs.
Other things I'd like to see in the book include the ditching of the "hard-coded" Magery, damage, and effectiveness limits, and the inclusion of the excellent "Unlimited Mana" rules mentioned a time or two above (which truly deserve a place in the book). The "Hermetic Magic" rules from
GURPS Cabal, or at least guidelines for adding similar flavor-rich systems atop the deliberatly-generic standard magic rules in your own campaigns, would also be a welcome sight.
Hope this helps!