Quote:
Originally Posted by lexington
The way I see it removing the Rule of 16 creates a problem without solving one. A group of low powered characters using Maledictions will still take advantage of effective Rapid Fire on a target. In fact hitting twice with skill 16 might be better than hitting once with a skill of 17 or 18 anyway.
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But multiple low powered characters concentrating on one character probably should have a decent chance of taking out one character anyways. If they were brawlers rather than malediction specialist they would set up grapple followed by a dogpile. If they were gunmans multiple shot gun blasts are likely to hit a character etc etc. One thing Gurps does do well with the base rules is simulate the fact that even extrodinary people can loose against groups of mooks with a little bit of bad luck.