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#1 |
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Join Date: Jul 2015
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Hi, I literally joined the forums 60 seconds ago, essentially a beginner in GURPS.
But, here is my quest(ion): Me and my friends have played a few campaigns using the GURPS lite system as a foundation for it (I am the GM). Don't get me wrong, although I would love to use the full system rules I don't reeeally have the time to learn them all. But as it goes, there is enough to base a good game off. Decent and not too confusing combat system (as most of the players don't really fully know the rules yet), enough in the items lists and tables to know what I'm doing when I add my own weapons and items to the game and so on. But I noticed two things: 1: There are like 10 spells in the Gurps lite handbook thingy. I cured this by incorporating the full version's spell list into the game and adding A LOT more variation on what the player mages can do. 2: Character creation has a lot to be desired. By this I mean that although in GURPS in general your character is very individual, the lite version does not offer an amazing amount of skills, advantages and disadvantages. Which means that people in my group (of usually 4/5 players) will have a lot of the same skills or advantages and disadvantages. And not to mention the fact that we are playing in a fantasy setting, meaning that a lot of the 'lite' skills aren't even applicable. To cure this I was wondering if I could incorporate the skill, advantages and disadvantages lists from a full version of the game but still using the GURPS lite rules and cutting off any extra full edition blubber we don't need. My question is, would this work and if it would, which edition would work best against the GURPS lite rules ? 3rd ? 4e ? Others ? I would appreciate any advice on this. Thanks for reading. |
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| Tags |
| advantages, disadvantages, gurps, lite, skills |
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