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Old 06-25-2009, 04:08 PM   #11
Andrew Hackard
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Default Re: GURPS 3e to 4e Conversion

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Originally Posted by Kromm View Post
And I agreed with Andrew not for his reasons, although they were sound, but because I saw rounding modified advantage costs to integer quantities but keeping fractional costs for skills as inconsistent.
Thank you for taking my purely selfish motivation and making it sound like a valid game-design choice. ;-)
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Old 06-25-2009, 04:10 PM   #12
Kromm
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Default Re: GURPS 3e to 4e Conversion

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Thank you for taking my purely selfish motivation and making it sound like a valid game-design choice. ;-)
Floor wax . . . dessert topping . . . I think the difference between "selfish" and "valid" in 2009 is how much you pay your therapist and your publicist.
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Old 06-25-2009, 04:43 PM   #13
David L Pulver
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Default Re: GURPS 3e to 4e Conversion

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Putting on my "used to edit GURPS" hat for a second . . . I advocated getting rid of half-points in Fourth Edition because they were a pain to track for many players (and many authors, too), especially once defaulting was taken into account. Far easier just to ditch the fractions.
Agreed. That was why I argued for getting rid of them as well.
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Old 06-26-2009, 12:59 PM   #14
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Default Re: GURPS 3e to 4e Conversion

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Originally Posted by Kromm View Post
And I agreed with Andrew not for his reasons, although they were sound, but because I saw rounding modified advantage costs to integer quantities but keeping fractional costs for skills as inconsistent.
I didn't mind seeing half-points get tossed, but we used to keep the fractions on modified traits (in 3E) because it seemed more consistent.
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