Psion said:Should we start a list of GURPS rules that don't work?![]()
Thats just cruel and unfair. Lol, even most GURPS players will admit the system sucked and had to be heavily house ruled.
Psion said:Should we start a list of GURPS rules that don't work?![]()
boredgremlin said:One day you might learn the difference.
Thanee said:No time to learn proper etiquette?
Bye
Thanee
boredgremlin said:Being polite is umimportant.
boredgremlin said:We play a real game of life and death.
Kelleris said:"You want to run down the corridor hacking up guards? Well, okay, but you'll be faking four feats (Dodge, Mobility, Spring Attack, a hypothetical feat that allows multiple attacks), so you take a -16 on all of your attack rolls."
3catcircus said:The more I play 3.x, the more I realize that the rules-set as a whole doesn't work. [snip]
It seems to me that this is a classical case of "this is a problem with the player, not with the system". Why wouldn't he behave like this in any other game?An example of this is that the other players in my group wanted me to come up with rules to allow the PCs to buy/sell items on a large scale because they intend to make money by conducting trade/commerce, using a ship that they stole from slavers.
First of all - the player most vocal about requesting it wanted the rules to allow him to determine (beforehand) how much profit he would make - implying that the whole goal of the rule was to have *a rule, any rule* to justify to the DM that they should just get a set amount of money for hauling stuff from point A to point B, regardless of chance, market factors, weather delays, etc. To this, of course, I sort of just nodded and smiled, fully intending to come up with a system that was more realistic (i.e. you wouldn't be guaranteed a set profit, or even to make a profit at all.)
Since we play in FR, I looked at all of the regions and saw what the imports/exports were - including commodities, as well as sizes of population centers. While researching some economic theory, I found out that Magical Medieval Society: Western Europe had an economic simulator and picked up a copy. It was everything I wanted because it is simple, easy to use, and adequately reflects how buying/selling and bargaining is really done.
I discussed it with the DM (and explained it to another player, who said that it seemed pretty cool) and tried to demo it last night. Immediately, the player making the request in the first place declared it to be "stupid" because it didn't allow him to use his Diplomacy skill (which he complained that he had purposely spent ranks in anticipation) to affect the die roll and that it wasn't expanding upon the "Diplomacy as haggling" in Complete Adventurer.
So - because it didn't modify an existing, official WoTC published rule (modified in such a way as to favor the PCs), it was stupid? How about we do what the DM would be perfectly happy with and *not* have a rule at all and roleplay out the haggling... Because it isn't *exactly* what you wanted and not specifically designed to give you a lopsided advantage, it is stupid?
This is the same player who came up with a critical hit chart that would require NPCs and monsters to roll a higher d% roll in order to do the same critical effects as the PCs (i.e. in order to do the same result as a PC with a roll of 11, an NPC would have to roll a 41). This is the same player who dismissed, out of hand, a new crit chart that actually made sense - critical effect severities depending upon die rolls and hit locations (hitting a hand may disarm you or break your wrist, hitting a leg may reduce your mobility, hits to the groin will cause you to be stunned and nauseated, etc.)
DragonLancer said:I agree with about the flying rules. Its too complicated when your trying to run a simple fast flowing game.
Other than that, the only rules I don't like are AoO's. Not for unfitting reasons, more personal ones.