Re: [GM] Individual Melee Combat Balance
The best way to learn to balance GURPS is to play it, and learn how easy or hard things are. I recently ran a trial game of Tales of the Solar Patrol, and although I wanted the pre-generated characters to be highly skilled, I gave them too much ability. The only time they were ever in any danger was when the players did really stupid things. Result: I learned that 250-point characters were too able for the game I was trying to run. I want to start a campaign, so I'll turn it down to 150-point Patrolmen, and they will be plenty capable. I also learned how level 15 in primary skills affected shipboard actions, and now I know how likely it is that they'll be able to handle things with skills that high (they can take insane risks and be nearly assured of success).
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