Quote:
Originally Posted by Bookman
That being said, coming from a D&D background, GURPS characters in fantasy/ medieval setting are much more vulnerable to being outnumbered than their D&D counterparts. A D&D fighter at high levels can take on literally hordes of enemies -- this is generally not the case in GURPS.
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Very true. OTOH,
GURPS has a far more developed map-and-minis tactical combat system than
D&D -- one that does a fair job of accounting for bottlenecks, long weapons, facing, posture, etc. Using those rules, it becomes possible for very tough fighters to defeat hordes handily
with good tactics. For instance, I've seen the six PCs in my own campaign take on 100+ foes at a narrow, partially blockaded doorway . . . prevail against 40-50 foes by forming a wedge against a wall . . . use missiles to reduce bad odds to equal odds . . . that kind of thing. The trick is to avoid getting blindsided, because while a sneak attack is a few points of bonus damage against many HP in
D&D, it's a fight-stopper in
GURPS. Critical hits behave the same way, which is why heroes in the cinematic mode should always have Luck.