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#11 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Quote:
You play an active role in your own defense. Instead of being protected by just my AC, there's a menu of defensive as well as offensive choices, so I can do a lot of things to keep myself from being hurt. Single currency for character development. In D&D, you get experience points. Somewhere along the line, your experience points accumulate into enough for a new level. That level translates into a semi-random number of hit points, certain scheduled increases to specific abilities, and depending on the edition of D&D possibly a free-ish selection from a menu of feats and skills. In GURPS, it's just character points. Want to improve skill with a weapon? Spend points on your weapon skill. Want to get generally stronger? Spend points on your ST. Want some other ability? There's a price for that in character points. Related to that, player-controlled character development. Within potential campaign-related constraints, you can spend your points as you see fit rather than being tightly constrained in a specific progression. My magician can specialize in a handful of spells or dabble in a wide range as I see fit. Weapon damage is based on ST modified by weapon attributes, not based on the weapon modified by ST. I don't know why, but that was always huge for me. Skill defaults. There are well-defined rules for at least attempting tasks outside of my area of specialty.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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| Tags |
| dungeon fantasy, fantasy |
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