| David L Pulver |
06-13-2007 03:20 AM |
Re: GURPS does dungeon crawl?
Quote:
Originally Posted by ham2anv
So, I've been thinking about dungeon crawls, and I was wondering how well GURPS could handle that particular game style. I personally think it would work out just fine, and I'm putting together notes to that very effect.
I'd be curious to hear what others' experience is with dungeon crawl style gaming with GURPS. Does the system improve on any of the traditional elements, especially combat? Are there any particular pitfalls to avoid when approaching a dungeon crawl in GURPS? What options or abilities make for a better crawling experience?
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I've had my best dungeon crawling experiences with GURPS. I did a traditional three level dungeon, town, village, and ran that for about four years. (Most of the 4e combat mechanics were tested in this campaign, such as the new defense rules, actually).
The one thing to avoid is that some of the magic spells can make things a bit too easy in GURPS. We banned invisibility, for example.
Also, you have to think carefully how monsters will convert. D&D is full of critters that do very low damage in GURPS terms and due to GURPS DR stopping hits, you have to either not use them or be creative. For example, my carrion crawlers use grappling to pull off a helm before paralyzing, while my cubes and slimes took some careful thought to figure out how they worked.
We used full tactical combat for some crucial encounters and GURPS really shines in those areas, where all the rules for weapon reach, etc. work nicely in a confined space.
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