04-02-2010, 10:38 PM | #1 |
Banned
Join Date: Feb 2010
Location: Warren, MI
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Now this is too easy...
Cancelled.
Last edited by Chromemagnus; 04-20-2010 at 07:21 PM. |
04-02-2010, 10:41 PM | #2 |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Now this is too easy...
CP /= CR.
An NPC's CP cost is, in no way, related to how powerful they are in combat. Others will wax eloquent about this, but a 300 point Chemist would be pwned by a 50 point soldier. |
04-02-2010, 10:48 PM | #3 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Now this is too easy...
So you want to reward your players for slaughtering movie stars and rock gods?
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04-02-2010, 10:48 PM | #4 | |
Join Date: Feb 2008
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Re: Now this is too easy...
Quote:
On top of everything else, this would result in the PCs gaining CPs way too fast (unless of course the idea is to use this with the D&D XP table and give the PCs a set number of CPs when they get enough XP). |
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04-02-2010, 10:50 PM | #5 | |
Join Date: Aug 2005
Location: Denmark
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Re: Now this is too easy...
Quote:
1) Points total of NPCs does not give any good measure of the NPC's combat abilities. 2) It forces the GM to calculate the exact prize of all NPC's, a lot of time wil be wasted with this. 3) It doesn't allow for custom monster rules such as "minions" or "bosses". 4) It's going to give rediculous amount of XP's per session. Well over 100 pts per session for a typical DF game. |
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04-02-2010, 10:50 PM | #6 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Now this is too easy...
Quote:
Bill Stoddard |
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04-02-2010, 10:54 PM | #7 |
Banned
Join Date: Feb 2010
Location: Warren, MI
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Re: Now this is too easy...
Cancelled.
Last edited by Chromemagnus; 04-20-2010 at 07:21 PM. |
04-02-2010, 11:16 PM | #8 |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: Now this is too easy...
I had a longer post written up, but realized that a) it could be taken as a little more confrontational than I intended (I intended friendly snarkiness, but may have missed the mark), and b) most of the points have already been made. I will add one point, though.
GURPS philosophy tends to reward roleplaying first, success second, and victory last. Basing experience primarily on defeated foes turns that upside down. PCs may become little more than muggers, corning people in dark allies and beating them up for loose XP. While you can do that if that's the kind of game you want, it runs counter to the way GURPS was intended to work. Steve Jackson does not have an army of minions that will force you to play the game in any specific way (and if he had a army of minions, I'm sure he'd have better things for them to do), and if you have fun, more power to you. However, be aware that it may interfere with what GURPS does best: making three dimensional characters.
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
04-02-2010, 11:22 PM | #9 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Now this is too easy...
Given they way GURPS CPs work it means it's vastly more effective to kill high point value non-combatants then fight other fighters. Eat the Rich!
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04-03-2010, 12:03 AM | #10 | |
Join Date: Oct 2009
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Re: Now this is too easy...
Quote:
I think what others are reading into this is that the XP you're talking about = GURPS CP. But I don't recall that as being the case in your previous thread. So, I don't forsee PC's necessarily spiraling out of control, gorged on hundreds of CP/session. I do, however, share the concern others have posted about GURPS CP totals not being necessarily (or in some cases at all) reflective of combat capability. D&D, from what I remember, was largely designed around characters, regardlesss of class, becoming more of a combat threat in one or more ways as they increase in levels. That's just not the case in GURPS. Of course, the GM could design all of the characters that way. In particular, if you & your group want to run a GURPS game in the style of D&D, you probably should all design characters that way. But it is perfectly feasable in GURPS to have a character with a high CP total who folds on the first hit in combat. It wouldn't make sense, FREX, for a party of 4 adventurers to gain 50 XP a piece by busting open the head of the 200 CP elder statesman, who has zero CP invested in combat skills, and also gain 50 XP for defeating the 200 CP bloodthirsty barbarian, who has 150 of his CP invested in combat skills. IIRC, you are the GM for this campaign. So my main advice is if D&D is the style, you ought to design the NPCs so they increase in combat capability the higher their CP total. That way, if you are granting XP toward some "level up" number based on defeating them in combat, it will be a reasonable reward. I hope that helps. |
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Tags |
dnd, exp, formula, gurps, level up |
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