10-19-2004, 12:06 PM | #51 | |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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Re: Why GURPS?
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(Yes, this means that I rather fervently dislike the kinds of fans, some of whom have posted here, who feel it's necessary to lob insults at the people who enjoy games they think are inferior. Keep it civil, you goobers.) * Unless you're playing F.A.T.A.L. and enjoying it. Then, you're a reprehensible person and should be removed from the gene pool for the good of the species. But that's about a six-sigma outlier; the vast majority of games and gamers are inoffensive.
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Andrew Hackard, Munchkin Line Editor If you have a question that isn't getting answered, we have a thread for that. Let people like what they like. Don't be a gamer hater. #PlayMunchkin on social media: Twitter || Facebook || Instagram || YouTube Follow us on Kickstarter: Steve Jackson Games and Warehouse 23 |
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10-19-2004, 04:10 PM | #52 |
Join Date: Oct 2004
Location: Philippines, Makati
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Re: Why GURPS?
one of the nice things about gurps is not too abstract
d20 is a system of heavy abstraction... as such you can translate the rules in anyway that would satisfy your reasoning... Such as the fighter in lava... with the abstraction rule you can say that he landed on a unmelted rock and the heat is killing him as the rock slowly sinks beneathe his weight. as an abstraction you have alot of holes. gurps allows for more specific details... details that help us all (especially gms) tell the story how it is without having to create an abstraction that can bite us from behind... such as the number of holes i made with the idea how he is survivng the damage :P I for one like gurps... cause itsn harder min/max. It good to be in a system that give rules lawyers a better challenge than d20. when you see a min maxed gurps character (one that is well rounded and with a good story, background, and a SOLID rational why are his attributes so) than a d20 charcter which almost anyone else can do. :) |
10-19-2004, 07:35 PM | #53 | |
Join Date: Sep 2004
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Re: Why GURPS?
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10-19-2004, 09:04 PM | #54 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Why GURPS?
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10-19-2004, 09:09 PM | #55 | ||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Why GURPS?
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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10-19-2004, 09:38 PM | #56 | |
Join Date: Oct 2004
Location: Florida
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Re: Why GURPS?
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10-19-2004, 09:48 PM | #57 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Why GURPS?
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I would like to point out the examples the DMG 3.5 (pg 31) gives of 'heroic' are quickly climb a slick brick wall, reading ancient draconic, and picking a good lock; tasks well within the ability of an GURPS character with the relavant skill in the expert range (14-16). Also the examples the PHB provides are all over the place. We told that the task of identifing a substance or potion of a DnD alchamist is DC 25, a GURPS alchemist has a base 50% of due either - hardly a 'Formidable' task. Craft is simalarly messed up because the ways DnD classifies stuff. |
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10-19-2004, 09:51 PM | #58 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Why GURPS?
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10-19-2004, 10:05 PM | #59 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Why GURPS?
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Riding 12 (DX) is far more useful at determining the over all skill of a character than Riding 4 ranks, modifier of +2. The GURPS character has a base chance of 74.1% success but since the examples of DCs in both the DMG and PHB are all over the place with little logic to them we just don't know how good a rank 4 resulting in a +2 modifier is. |
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10-19-2004, 10:41 PM | #60 | |
Join Date: Aug 2004
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Re: Why GURPS?
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