05-01-2005, 10:32 AM | #41 | |
Join Date: Sep 2004
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Re: How balanced is GURPS?
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I come from a Panzer General mindset, and it's not difficult for me to imagine a hex field, and to work it seamlessly in my vision of the game.... but how to do it for newcomers to the system, and for the people who argue loudly even over things like rolling for Fast-talk (and consequently hardly ever invest points in such social skills), and almost get into spasms when confronted with hex grids..... one idea that I do have, is printing a shitload of hex paper, or using an A3 or even A2 format of paper, and then simply drawing all the maps on that, thus basically forcing people to use the hexes..... second thing, about combat and points and all..... can someone offer an estimate of what percentage of points go to combats skills of "moderately competent" fighters (e.g. foot soldiers), and high and low (elite-king's guard and peasants, consequently) competence fighters? I know that all it takes is just three or four numbers to set everything straight, but I would like to see a comparison of 50 point career guard, 50 point peasant/conscript and 50 point grinding machine, since I haven't seen a like comparison anywhere, and I doubt my estiments..... |
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05-01-2005, 10:38 AM | #42 |
Join Date: Aug 2004
Location: Edmond, OK
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Re: How balanced is GURPS?
Players arguing about fast-talk... Well, they need to take those skills. Just because your players can lie and BS well does not mean that their characters can. Oh well.
I never really use the hex grid. I stick to a vector-based method, which I find suitable and flexible. In fact, I think that gridless systems are probably the future of strategy/RPG maps, but I'm just guessing. (For a good use of a simple, gridless system, check out the collectible... well, not cards exactly... game "Pirates of the Spanish Main.) |
05-02-2005, 03:52 AM | #43 | |
Join Date: Sep 2004
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Re: How balanced is GURPS?
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I mean, that's why the system has Common Sense advantage..... we had a player that actually would charge in on the enemies with his mage (in AD&D) character..... a prime example of a player that should mandatory use Common Sense advantage :) |
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10-07-2013, 10:31 PM | #44 |
Join Date: Oct 2013
Location: Kazakhstan, Astana
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Re: How balanced is GURPS?
Can I ask a question?
I've read the threat, but I haven't found an answer yet. My question is about average skills. For example, I have a swordsman and longbowman NPCs. They are average medieval soldiers. Which primary skill stats will they have? Bow-12, 13, 14 and Shortsword-12,13, 14? Or higher/lower? And what about secondary skills? Which shortsword stat will longsbowman have? 10, 11, 12?
__________________
Hellcat
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10-07-2013, 10:38 PM | #45 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: How balanced is GURPS?
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10-07-2013, 11:29 PM | #46 | |
Join Date: Apr 2013
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Re: How balanced is GURPS?
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Take it for what it's worth... |
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10-07-2013, 11:31 PM | #47 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: How balanced is GURPS?
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10-07-2013, 11:40 PM | #48 |
Join Date: Apr 2013
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Re: How balanced is GURPS?
Necromancers are evil.
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10-08-2013, 12:01 AM | #49 |
Join Date: Jan 2010
Location: Brighton
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Re: How balanced is GURPS?
Yeah but how many can you set on you PC at a time?
FWIW, I tend to scale threats according to player experience first and PC 'level' second. For me GURPS has too many variables for me to do otherwise. Similarly with inexperienced players I tend to introduce combat options slowly and I tend to find having it done to them is good way of getting them to want to learn it and do it make. |
10-08-2013, 12:24 AM | #50 |
Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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Re: How balanced is GURPS?
Not necessarily, maybe hes a benevolent necromancer that only summons spirits and has a chat with them, maybe he allows people to have one last chat with their dead ones and charges for it and lives a happy good life.
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gm advice, kromm answer |
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