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Old 05-19-2019, 09:02 AM   #19
evileeyore
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Default Re: The Utility of High Combat Skills

Quote:
Originally Posted by Boge View Post
I don't like it. Maybe it's just the campaigns I've played in, but it feels overpowered to me, especially if the other players aren't close to that. The GM needs to balance things, but if you get into combat and you have a 24 skill and the other players have 14 skills, the NPCs will likely be around 14 as well meaning you will cut right through them.

Failure is a good thing in these games. Without a real risk, the victory is non-existent.
Do you demand the same of Intellectual and Social Characters as well? Are all the Characters in your games capped at skills of 14-16?





Quote:
Originally Posted by Mavelic View Post
There is something interesting about a "rule of 16" for combat reported in the very good How To Be A GURPS GM p.60, credited to Kromm himself :
That's just Deceptive Attack hard baked into the rules instead of being an option offered in Martial Arts.

[EDIT]
It's an option straight out of Basic. I have no idea what Kromm is on about in How To Be A GURPS GM.
[/EDIT]

Last edited by evileeyore; 05-19-2019 at 03:13 PM.
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