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<blockquote data-quote="Particle_Man" data-source="post: 1454243" data-attributes="member: 892"><p><strong>Confession of a Gurps-only min/maxer</strong></p><p></p><p>Actually, Gurps does tend to make some people min/max more often. I should know. I am one of those people. <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>When it comes to other systems, where you have levels, etc., then I get more into the roleplaying aspect. But when you have a "pure points" system, of which Gurps is one, I go nuts. I will take the 96 point dependant disadvantage if the GM is crazy enough to let me. I will take disadvantages that follow what I, as a player (regardless of the character), like to do or experience anyhow (impulsiveness, curiousity and weirdness magnet come to mind as candidates). I am the guy that goes for UBER-dex or IQ to become mr. (I can do anything). If I play a wizard, on the othe hand, I go for Johnny one-spell (max out abilities in one spell) if I can, to avoid fatigue costs and cast the same spell more frequently. And don't get me started on Supers.</p><p></p><p>In D&D I don't do this half as often. Sometimes I even deliberately play weak characters in D&D. (In 1st ed AD&D I once played a cleric/magic-user with int and wis of 9. My cleric spells fizzled a depressing amount of the time, but what the hey). I am actually considering a character that spends all of his feats on toughness, just to simplify the character concept. </p><p></p><p>So for all you people that say that it is a player problem, I am a living counter-example. Gurps makes me go crazy. It's an illness, I tell you! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Heck, I just designed, but probably won't play, a 100 point character that using the 20 points per IQ rank up to get 13, 15 points back for 8's in other abilities, 1 point per extra magic-only fatigue, knack in two spells (earth to stone and sound), can get a skill level of 30 in the spell Create Warrior. Nothing like being able to crank out those meat shields (with the prerequisite Original-Star-Trek-Red coloured chests, of course) one per second, with the first one being around (and thus kitted out with armour) every waking hour. For 40 more points I can do this with beefier "warriors". <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Mind you, I am using 3e Gurps Magic, and obviously don't have access to all the 4e rules, so I imagine they may have cut the cheese factor a bit. And I like Gurps. Maybe I like it for the wrong reasons, though... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Particle_Man, post: 1454243, member: 892"] [b]Confession of a Gurps-only min/maxer[/b] Actually, Gurps does tend to make some people min/max more often. I should know. I am one of those people. :) When it comes to other systems, where you have levels, etc., then I get more into the roleplaying aspect. But when you have a "pure points" system, of which Gurps is one, I go nuts. I will take the 96 point dependant disadvantage if the GM is crazy enough to let me. I will take disadvantages that follow what I, as a player (regardless of the character), like to do or experience anyhow (impulsiveness, curiousity and weirdness magnet come to mind as candidates). I am the guy that goes for UBER-dex or IQ to become mr. (I can do anything). If I play a wizard, on the othe hand, I go for Johnny one-spell (max out abilities in one spell) if I can, to avoid fatigue costs and cast the same spell more frequently. And don't get me started on Supers. In D&D I don't do this half as often. Sometimes I even deliberately play weak characters in D&D. (In 1st ed AD&D I once played a cleric/magic-user with int and wis of 9. My cleric spells fizzled a depressing amount of the time, but what the hey). I am actually considering a character that spends all of his feats on toughness, just to simplify the character concept. So for all you people that say that it is a player problem, I am a living counter-example. Gurps makes me go crazy. It's an illness, I tell you! :) Heck, I just designed, but probably won't play, a 100 point character that using the 20 points per IQ rank up to get 13, 15 points back for 8's in other abilities, 1 point per extra magic-only fatigue, knack in two spells (earth to stone and sound), can get a skill level of 30 in the spell Create Warrior. Nothing like being able to crank out those meat shields (with the prerequisite Original-Star-Trek-Red coloured chests, of course) one per second, with the first one being around (and thus kitted out with armour) every waking hour. For 40 more points I can do this with beefier "warriors". :) Mind you, I am using 3e Gurps Magic, and obviously don't have access to all the 4e rules, so I imagine they may have cut the cheese factor a bit. And I like Gurps. Maybe I like it for the wrong reasons, though... :) [/QUOTE]
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