02-14-2018, 09:51 AM | #21 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: A Dungeoneering Fan, but a Total Gurps Newbie
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Last edited by sir_pudding; 02-14-2018 at 12:44 PM. |
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02-14-2018, 12:11 PM | #22 | |
Join Date: Apr 2005
Location: France
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Re: A Dungeoneering Fan, but a Total Gurps Newbie
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Now, as you know it, it was just an example among many others. It's still harder to play in every possible universe with Pathfinder than with GURPS because, precisely, you need those fully developed classes for each kind of characters the players may want. While, with GURPS, you don't need them at all - just choose the advantages, disadvantages and skills which best fit to the character you imagine and it's done. Last edited by Gollum; 02-14-2018 at 12:31 PM. |
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02-14-2018, 01:57 PM | #23 |
Join Date: Jul 2008
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Re: A Dungeoneering Fan, but a Total Gurps Newbie
Or just avoid being in direct contact with the enemy on the first turn of combat. Initiative is a round-robin, the 'slowest' character has the initiative on their turn just as much as the fastest one on theirs. The only place where high speed values for turn order really matter is when at least one side is out of position at the start of combat and you want to either exploit that before they can fix it, or fix it before it can be exploited.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
02-14-2018, 02:24 PM | #24 |
Join Date: Jul 2006
Location: Sin City
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Re: A Dungeoneering Fan, but a Total Gurps Newbie
As someone who has played and run both systems since 1st edition...just my 2 coppers.
Pathfinder is a setting expansion that uses the d20 system. GURPS is a system that has different settings as expansions. As for complexity, both systems may get extremely deep. I strongly agree with sticking with GURPS simple fantasy or the self-contained DFRPG (NOT Dungeon Fantasy splatbooks for GURPS, that is a different animal) at least until you cut your teeth on the system. One thing to keep in mind with GURPS is that there are many more ways of doing the exact same thing in the GURPS system than there are in Pathfinder. Also GURPS you CAN do everything...but the cost is much higher as everything costs more 'points' to do as opposed to be granted once you hit a certain level. GURPS doesn't have class levels. Or classes for that matter. Anyway welcome and enjoy the ride!
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"The only thing necessary for the triumph of evil is for good men to do nothing." - Edmund Burke |
02-14-2018, 02:45 PM | #25 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: A Dungeoneering Fan, but a Total Gurps Newbie
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02-14-2018, 04:29 PM | #26 |
Join Date: Jul 2008
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Re: A Dungeoneering Fan, but a Total Gurps Newbie
This is true, but there's no way AlexanderHowl was referring to the latter rather than the former.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
02-14-2018, 05:58 PM | #27 |
Join Date: Feb 2016
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Re: A Dungeoneering Fan, but a Total Gurps Newbie
Yes, initiative as in order of actions, not who can act in a surprise turn (though Initiative is critical during that type of situation).
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02-14-2018, 06:17 PM | #28 |
Join Date: Jul 2008
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Re: A Dungeoneering Fan, but a Total Gurps Newbie
A surprise turn is a thing in D&D but is not a thing in GURPS.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
02-14-2018, 06:48 PM | #29 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: A Dungeoneering Fan, but a Total Gurps Newbie
Well, not by that name. In either partial or total surprise, the side that loses initiative is mentally stunned at the start of combat, and (if not totally surprised) can attempt to recover on their turn. Thus, if one character has basic speed 6, a second has basic speed 5, and their opponent is at basic speed 5.5, the first character gets to attack a stunned opponent (-4 to defense) and can safely all-out attack (because that opponent will not be able to act before his next turn), while if the enemy recovers on his turn, which is fairly likely (and near certain with combat reflexes), the second character doesn't benefit from the stunned penalty to defense and cannot safely all-out attack.
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02-14-2018, 07:18 PM | #30 |
Join Date: Feb 2016
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Re: A Dungeoneering Fan, but a Total Gurps Newbie
With total surprise, a character can benefit from multiple surprise turns against the stunned target(s).
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