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Originally Posted by Twyll
I'd like to have some HO about a problem I encounter using GURPS rules with my players. Some of them are somewhat of munchkins and try to abuse the rules by creating charcters with fantastic Dodge scores (14+). In 3E there was the 13+ rule, wich disapeared in 4E (did I miss something ?), but now that you can buy Speed as a base attribute there's no limit on it. From that point I considered two options:
1- Changing munchkin players for dull ones
2- Changing the rules
So what ye thinkin' 'bout it ?
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That you are calling us non-munchkin players dull? ;) (I do play in high-powered games, but high-powered game != MUNCHKIN!).
As rogue said, Deceptive Attack and Feint are your friends. Also, Dodge 14 is not THAT easy to get: (Dodge - Encumbrance) of 8 (hard to get unless you're very strong or wearing minimal armor), Combat Reflexes, Medium Shield and Retreat. If you can't retreat, you have to have a (Dodge - Encumbrance) of 11, which is almost unheard of. Yes, you can boost your Basic Speed, but it costs 5 points per +0.25 (don't confuse this with Increased Move). And you can't retreat AT ALL against missile weapons.
Just have your opponents act intelligently and concentrate on one or two characters at a time instead of just engaging the PCs in a series of one-on-one duels.