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What's your opinion of GURPS?
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<blockquote data-quote="Lord Rasputin" data-source="post: 999974" data-attributes="member: 8410"><p>I'll be honest, I've always houseruled the IQ bonus to Guns to be a little less right off the bat. I like the GULLIVER add-on when it is simpler, and there's a table that's PG-rated for these kind of bonuses. Also, I don't let you have that bonus from DX default, though in an RPG with Guns, few ever use that default ...</p><p></p><p>Anyhoo ... DX 13, IQ 12, straight out of the Basic Set. If I put 8 points in Guns (the breakpoint), I'd have Guns (whatever, let's say, LtAuto)/TL7 (or whatever) at 18. Almost always hit, right?</p><p></p><p>Not quite.</p><p></p><p>First of all, if you don't aim, you don't gain the Acc bonus. Well, I didn't add it above. Moving on ...</p><p></p><p>Next, you start taking penalties for Range (and Speed too, don't forget) very quickly in GURPS. Someone even 10 yards across the room is at -4, more if he's moving quickly. That could drop you below your SS number, BTW, taking that out of the equation and forcing you to aim and lose a turn.</p><p></p><p>Then, Recoil. Fire that Desert Eagle, and you have Rcl -3 for each shot beyond the first, and to stop it from adding up, you need to stop and aim. And, if you're forced to use one hand only, it's doubled (I had a spirit gnoshing on my thug's arm a few weeks ago).</p><p></p><p>One aimed shot, easy to hit? Yeah. Really, anyone could shoot dead someone a few feet away with little training. Guns are feared for good reason. But always? Your GM isn't applying penalties right. The gun master level is somewhere above 21 -- and the above character needs to spend another 24 points (that's 4800 hours of training, or 8 adventures worth of reward) just to reach 21.</p></blockquote><p></p>
[QUOTE="Lord Rasputin, post: 999974, member: 8410"] I'll be honest, I've always houseruled the IQ bonus to Guns to be a little less right off the bat. I like the GULLIVER add-on when it is simpler, and there's a table that's PG-rated for these kind of bonuses. Also, I don't let you have that bonus from DX default, though in an RPG with Guns, few ever use that default ... Anyhoo ... DX 13, IQ 12, straight out of the Basic Set. If I put 8 points in Guns (the breakpoint), I'd have Guns (whatever, let's say, LtAuto)/TL7 (or whatever) at 18. Almost always hit, right? Not quite. First of all, if you don't aim, you don't gain the Acc bonus. Well, I didn't add it above. Moving on ... Next, you start taking penalties for Range (and Speed too, don't forget) very quickly in GURPS. Someone even 10 yards across the room is at -4, more if he's moving quickly. That could drop you below your SS number, BTW, taking that out of the equation and forcing you to aim and lose a turn. Then, Recoil. Fire that Desert Eagle, and you have Rcl -3 for each shot beyond the first, and to stop it from adding up, you need to stop and aim. And, if you're forced to use one hand only, it's doubled (I had a spirit gnoshing on my thug's arm a few weeks ago). One aimed shot, easy to hit? Yeah. Really, anyone could shoot dead someone a few feet away with little training. Guns are feared for good reason. But always? Your GM isn't applying penalties right. The gun master level is somewhere above 21 -- and the above character needs to spend another 24 points (that's 4800 hours of training, or 8 adventures worth of reward) just to reach 21. [/QUOTE]
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