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<blockquote data-quote="Tratyn Runewind" data-source="post: 1452773" data-attributes="member: 685"><p>Hi again,</p><p></p><p></p><p></p><p></p><p></p><p>Many thanks for the info. Happy to hear the spells-as-Techniques option will get some space. Seems quite odd that UMana won't be in, as they just reprinted it pretty recently in <em>GURPS Best of Pyramid Volume 2</em>. Ah well, perhaps if we're lucky Mr. Ross will tweak up a version for the new ruleset on his web site...</p><p></p><p>I would guess that the comment about UMana and its author is from the Pyramid 4e chat. If you have any more cool data from there (or, indeed, from whatever your source is) that you'd care to post, I for one would be very happy to see it here! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>It's in Compendium I, and is used in many supplements (including a number of the "templates" in <em>GURPS Wizards</em>, but it's not in my (unrevised) 3e <em>GURPS Basic Set</em>. </p><p></p><p></p><p></p><p>If the GM has properly explained the nature of the campaign before character creation, and is running the game well from then on, everyone will get a chance to contribute equally whether or not characters get points from Disadvantages. Generally, the combat-oriented players will be happy with the chance to contribute by killing a few relatively worthy opponents (and perhaps a horde or two of mooks) each game session, while the other players will be having fun contributing with their puzzle-solving, social interaction, or what-have-you. But if you give munchkins a real opportunity to make their characters bigger combat monsters by horning in on the social-interaction side of the game, it will happen, all too often - especially if they've had to invest character points for it. This can easily leave the munchkins less satisfied (they're only doing the "role-playing" stuff for the XPs, it's taking valuable gaming time away from their sword-swinging) AND the other players less satisfied (as they are now sharing the limelight in their favored portion of the game with the munchkins who are already dominating the combat portion). This is the sort of thing I meant by cans of worms that are better left alone. </p><p></p><p>Though, in fairness, I could darn near see charging munchkins for Enemies/Hunteds, as it gives them something they surely want in a game session - more targets to kill. That's a solid investment for such a player, especially in systems that hand out XP for foes killed... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Tratyn Runewind, post: 1452773, member: 685"] Hi again, Many thanks for the info. Happy to hear the spells-as-Techniques option will get some space. Seems quite odd that UMana won't be in, as they just reprinted it pretty recently in [i]GURPS Best of Pyramid Volume 2[/i]. Ah well, perhaps if we're lucky Mr. Ross will tweak up a version for the new ruleset on his web site... I would guess that the comment about UMana and its author is from the Pyramid 4e chat. If you have any more cool data from there (or, indeed, from whatever your source is) that you'd care to post, I for one would be very happy to see it here! :) It's in Compendium I, and is used in many supplements (including a number of the "templates" in [i]GURPS Wizards[/i], but it's not in my (unrevised) 3e [i]GURPS Basic Set[/i]. If the GM has properly explained the nature of the campaign before character creation, and is running the game well from then on, everyone will get a chance to contribute equally whether or not characters get points from Disadvantages. Generally, the combat-oriented players will be happy with the chance to contribute by killing a few relatively worthy opponents (and perhaps a horde or two of mooks) each game session, while the other players will be having fun contributing with their puzzle-solving, social interaction, or what-have-you. But if you give munchkins a real opportunity to make their characters bigger combat monsters by horning in on the social-interaction side of the game, it will happen, all too often - especially if they've had to invest character points for it. This can easily leave the munchkins less satisfied (they're only doing the "role-playing" stuff for the XPs, it's taking valuable gaming time away from their sword-swinging) AND the other players less satisfied (as they are now sharing the limelight in their favored portion of the game with the munchkins who are already dominating the combat portion). This is the sort of thing I meant by cans of worms that are better left alone. Though, in fairness, I could darn near see charging munchkins for Enemies/Hunteds, as it gives them something they surely want in a game session - more targets to kill. That's a solid investment for such a player, especially in systems that hand out XP for foes killed... ;) [/QUOTE]
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