Re: GURPS Hermeneutics
The problem with Altered Time Rate is that it's a force multiplier but isn't priced relative to the damage you can deal out.
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Re: GURPS Hermeneutics
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For example, in the Mass Combat rules, fortresses seem to have a defense bonus that can never be claimed (they only give a defense bonus to a bunkered force, a force can only claim a defense bonus if it won initiative, a force that is bunkered cannot win initiative). Adding an unwritten "or" clause to who can claim a DB into the rules make it make sense, and is completely at odds with what the rules actually say. |
Re: GURPS Hermeneutics
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Re: GURPS Hermeneutics
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Re: GURPS Hermeneutics
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Which if I think about it is kind of a thing in GURPS in general. |
Re: GURPS Hermeneutics
I have an impression that the principle that the specific overrides the general, but that when a specific rule is written the assumption is that it doesn't apply to other areas/the general, is important in understanding some parts of the system's rules philosophy.
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Re: GURPS Hermeneutics
Difficult things are difficult. It is assumed that the players, guided by the GM, will make reasonable efforts to make use of bonuses for extra time, equipment, and so on, when they're trying to do something hard.
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Re: GURPS Hermeneutics
Although this is less strictly a GURPS thing (and indeed doesn't apply to all GURPS games), I think it's correlated with GURPS: some challenges are simply too hard for the current PC group, and they don't necessarily have a sign on the door saying "you must be at least 300 points to enter".
By "challenges" I mean both whole adventures and individual combats. This is not the game where fights are tuned so that a standard party will just barely prevail. (Well, you can probably do that in DFRPG.) |
Re: GURPS Hermeneutics
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