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#5 |
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Join Date: Nov 2005
Location: Yelm, WA
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Most of that persnickity stuff is an attempt (bad one IMHO) to create game balance. I personally think GURPS is pretty well balanced in it's own right. Also, the FS people we're trying to make combat work "just right". There's lots of ways to challenge a combat trained party of PCs... outside combat.
I wouldn't even TRY and emulate game mechanics from a setting. The shields and armor are not really what makes Fading Suns. The style of that armor is (the somewhat fantasy-esque armor worn by the inquisitors (sp?), etc.). GURPS already has ablative force shields. Make them rechargeable. Add a limitation "only stops ballistic attacks" or some such for the flavor (I swear that one is mentioned in the section on DR). Don't sweat the numbers. Lean towards GURPS rules for the mechanics (ignore all the picky number stuff in FS). GURPS has rules for stacking armor. Weight and flexibility should impact characters. Fine tune if you think the combinations make characters invincible (for instance, increase bulk of all armor by factor X when combined with shields due to the unique vibrations causing a stiffening effect on materials... something...). Steal the flavor from the setting, use the GURPS mechanics because they make WAY more sense and actually WORK versus the headache of trying to make characters "just squishy enough". Just my two cents...
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Trentin C Bergeron (trechriron) |
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| Tags |
| conversion, fading suns |
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