Quote:
Originally Posted by dataweaver
To be pedantic, that may solve the “Universal” problem; but it does so by sacrificing the “Generic” part. You're now tailoring costs by campaign, and that's not generic.
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Yeah... well... to use a cop-out, that's just the way GURPS has been going in 4e. And, unfortunately, I agree with this trend.
Granted, I'd like for GURPS to built (future 5e wishes) "generically" for low/no-magic modernish* to historical* time period settings (say to cover a rough span of 'two weeks in the future' to 'bronze-age'). And then include rough guidelines on how to better tailor the game for those non-generic settings.
* Why that setting? Because outside of those time periods the cost of ST† should be rejiggered. ST is arguably more valuable in a stone-age setting than it is today and less valuable the further you go into Ultra-Tech. How much so in those cases? That's a GM 'feels' kinda thing.
† And possibly other Attributes. Per becomes very, very, very valuable in the stone ages compared to modern. As would HT. Arguably IQ becomes slightly less valuable as a vast number of Skills simply don't exist.