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What is your Opinion of GURPS?
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<blockquote data-quote="d4" data-source="post: 1459062" data-attributes="member: 12699"><p>at the very least, the switch to Hits = Strength and Fatigue = Health greatly simplifies most critter stat blocks.</p><p></p><p>previously, when Hits = Health and Fatigue = Strength, you'd always see something like a tiny creature with, say, Strength 2, Health 10 which would then "buy down" its Hits to 2 and "buy up" its Fatigue to 10. similarly, a huge creature with Strength 50, Health 15 would be "buying down" its Fatigue to 15 and "buying up" its Hits to 50.</p><p></p><p>making the switch gets rid of all that useless number-crunching.</p><p></p><p>and it <em>does</em> make some logical sense, IMO, to have your Fatigue levels based off of your general physical fitness (fit people have more stamina) and your Hits off of Strength, i.e., muscle mass and bulk.</p><p></p><p>remember that unlike D&D, Hits in GURPS don't represent "attack avoidance" -- they only represent real physical injury. the more muscle mass and bulk a creature has, the more physical injury it can take. one, because each individual wound is injuring a small percentage of the total, and because creatures with more muscle mass have more "stuff" between their vital organs and the outside world trying to hurt them.</p></blockquote><p></p>
[QUOTE="d4, post: 1459062, member: 12699"] at the very least, the switch to Hits = Strength and Fatigue = Health greatly simplifies most critter stat blocks. previously, when Hits = Health and Fatigue = Strength, you'd always see something like a tiny creature with, say, Strength 2, Health 10 which would then "buy down" its Hits to 2 and "buy up" its Fatigue to 10. similarly, a huge creature with Strength 50, Health 15 would be "buying down" its Fatigue to 15 and "buying up" its Hits to 50. making the switch gets rid of all that useless number-crunching. and it [i]does[/i] make some logical sense, IMO, to have your Fatigue levels based off of your general physical fitness (fit people have more stamina) and your Hits off of Strength, i.e., muscle mass and bulk. remember that unlike D&D, Hits in GURPS don't represent "attack avoidance" -- they only represent real physical injury. the more muscle mass and bulk a creature has, the more physical injury it can take. one, because each individual wound is injuring a small percentage of the total, and because creatures with more muscle mass have more "stuff" between their vital organs and the outside world trying to hurt them. [/QUOTE]
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