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Old 10-23-2020, 12:55 AM   #11
kirbwarrior's Avatar
Join Date: Jun 2010
Location: Dreamland
Default Re: Question about Higher Purpose

I support Higher Purpose doing that, narratively speaking. If anything, I think I'd have it increase the cap instead of adding to damage so that Diffuse still helps (but that change is so little that it's likely unnecessarily complicated).

Originally Posted by ArchonShiva View Post
Diffuse is terrible and you should welcome any excuse to mitigate its effect. Add Higher Purpose after the cap; Have Flaming Weapon count as a separate source for another +2, anything to make the players feel like their ideas matter rather than a long slog to -5xHP.
The big thing I see about Diffuse isn't "My attacks only do 2 damage!" but "Okay, who here has an area attack?" or "Wizard, you're up." kind of thing. That weakness is a pretty big deal and I'd be surprised if a party didn't build for it.
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 10-23-2020, 08:21 AM   #12
Join Date: Feb 2009
Default Re: Question about Higher Purpose

The most common solution I've seen is dropping Great Haste on whoever has the most attacks and letting them whittle it down
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Old 10-23-2020, 01:32 PM   #13
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Question about Higher Purpose

Originally Posted by Anders View Post
I usually only take it to -HP, because everything else just drags. And the players were doing everything right - they are learning the system.
It doesn't have hard to subdue, and it has HT 10, so on average two turns after being reduced to 0 HP it stops being an active threat.
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diffuse, higher purpose

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