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Old 10-21-2015, 09:21 AM   #5
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Diceless GURPS: Mechanical Discussion

Quote:
Originally Posted by sonic232 View Post
This is a concern, but that's what Contested Rolls are for. Yeah, they'll remain unseen against mooks, but if your PCs have skills at 20, then important NPCs should as well...
I mentioned Stealth for a reason. It's almost always in a contest with sense rolls, not another skill.
Quote:
I have, but the thought was to focus on using Wildcard Skills and Action/Monster Hunters style rules to help ease players into the system, eventually converting to using dice once players are comfortable with the other mechanics.
I'm not sure this is a good idea. A lot of details in GURPS assume that you'll be rolling dice and "roll three dice, add them up, wanting to roll under your skill number" isn't very complicated. If people new to GURPS play this way, and then switch to dice, they'll have to unlearn some things, which is harder than learning new things.
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