01-17-2021, 07:01 PM | #31 |
Join Date: Mar 2013
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Re: GURPS pitch to d20 players
Personally speaking, a big draw is that GURPS combat is almost infinitely superior to D&D combat.
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01-17-2021, 07:19 PM | #32 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: GURPS pitch to d20 players
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outside of attack rolls, it doesn't even mean that, no auto-failure, no crit fail.
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01-18-2021, 05:42 AM | #33 | |
Join Date: Oct 2010
Location: FL
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Re: GURPS pitch to d20 players
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My first D&D game, I played a Cleric who was--rather opportunistically--trying to establish a theocracy. I succeeded, but there were several points where I looked at the character sheet and went "Hmm... what do I roll against to rule the little town I'm in charge of? How about to spread my theocratic fundamentalism?" There were also moments I missed some of GURPS more utility-level spells. We had a mad mayor on whom I could have used Relieve Madness... The final combat was rather dynamic, but we had several which were "find mooks to help us, run them at BBEG, sling ranged attacks from afar until BBEG dies." Another began with the rogue attacking the foe in chinks in the armor... but there was no game mechanic to back that up... we just slugged it out with them. It was a fabulous game, but I came out of it with a pretty clear notion that D&D focused on combat, but didn't make even that all that interesting, whereas my character was focused on knowing what was up and manipulating things at a larger scale than D&D is accustomed to.
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Formerly known as fighting_gumby. |
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01-18-2021, 06:10 AM | #34 | |
Join Date: Oct 2010
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Re: GURPS pitch to d20 players
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I do remember that in AD&D a bulette had AC 5 on it's eyes, compared to a much better AC everywhere else. How you adjudicated that I don't know, as if it was simply a matter of "I attack the eyes!" why wouldn't you always attack the eyes? |
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01-18-2021, 08:26 AM | #35 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: GURPS pitch to d20 players
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To put it another way: a goblin's eyes aren't especially more vulnerable than the rest of it. The difficulty in hitting the eyes offsets the greater damage that would be done if they were hit, and since everything is abstracted into a binary dead-or-not-dead result, it doesn't matter. The strength of GURPS is not that it solves the things about D&D that don't make sense. D&D DOES make sense if you take the time to understand its sense. But GURPS lets you remove the abstractions and get into the details of things like hitting specific locations and causing specific effects. The mechanics of GURPS are very much a reaction to the abstraction of D&D. Whether it's because you don't like the abstraction or it "never made sense" to you, GURPS removes most of it and lets you have all the details. |
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01-18-2021, 09:02 AM | #36 | ||
Join Date: Oct 2010
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Re: GURPS pitch to d20 players
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What it makes me think happened was in whatever game they originated from (given old D&D monsters often came from the personal games of the designers) a player asked "This creature has some tough armour all over it. Can I try and attack it's eyes specifically, which presumably are not armoured?" and so as to reward the player thinking about their options in the game and giving a justification, the GM said "yes" and gave a different AC to the eyes. This then got included in the write up when they published the monster officially, but they didn't really think too closely about 1) how that is handled in game (do the players get to know about this weakness? How do the players get to take advantage of the bonus? Do they have to be in a specific position attack with a certain type of weapon etc, or just say they are attacking the eyes?) and 2) how it ran entirely counter to how their combat mechanics allegedly "model" the "reality" of the game. This wouldn't surprise me because... well, at that point they mostly just made **** up as they went along. Quote:
This has made me think about the group I play D&D with, and the fact that while I know a lot of them really like it, there have often been times when they ave wanted to come up with cool ideas... and then run into the fact the system doesn't really allow them to do so. This is probably the best hook I would have to encourage them to try GURPS. Last edited by borithan; 01-18-2021 at 09:06 AM. |
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01-18-2021, 09:48 AM | #37 | ||
Join Date: Oct 2010
Location: FL
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Re: GURPS pitch to d20 players
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A similar situation is looking at the rules for disarmament and deciding against it in basically every case because either the situation doesn't call for it or the opponent is certainly better off than me in relevant skills--and I haven't played a Battlemaster. Quote:
Of course, with any system, the real difference is made by the GM. That game I played in D&D was absolutely awesome, I just don't think much of that can be chalked up to D&D. My pitch for GURPS was mostly "hey, I'm interested in running something with this" and them going "ok, sure!"
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01-18-2021, 10:37 AM | #38 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS pitch to d20 players
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01-18-2021, 10:38 AM | #39 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: GURPS pitch to d20 players
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01-18-2021, 10:46 AM | #40 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: GURPS pitch to d20 players
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[1] A hit, at least according to the AD&D Dungeon Master's Guide, was always a combination of defenses, endurance, luck, favor of the gods, and lots of things. The final blow that ran you to zero or negative HP was the one that actually drew blood. The cognitive-mechanical dissonance in this - because people want "hit" to mean "hit," not "near miss" or "you made him nervous" - has been a source of friction in the system for as long as I've played it. [2] I played games with Rob Conley for a while where he had "knight-killer" crossbows that added to your hit roll or subtracted from the foe's AC (using a Swords and Wizardry 'high AC is harder to hit' paradigm). This was a nod that punching through armor was modeled with 'easier to hit' not 'more damage.'
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