Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 08-17-2009, 02:46 PM   #1
Eisbaer Blitzkrieg
 
Join Date: Jul 2009
Default GURPS Supers Gameplay Balance

Got a question for anyone running a Supers game or if you can just offer some advice.

I've been running a Supers game for a bit and I usually make villains that are higher in point level, but fewer in number, to the heroes so they still present a challenge. One such villain had ultratech and the knowledge/skill to use it.

As such he presented a significant problem to my supers as they were barely able to resist the damage he could deal and couldn't get past his armor. The only thing that ended up working was pure luck. One hero with guns got a critical hit with triple damage to the head. That did it. However it was a gun that did it, and as most of the cronies that they have been facing also had automatic weapons they've fallen into this slump of gun > super power.

It seems that any minion with an automatic weapon or flamethrower can decimate a super hero while a super with 6d damage will have a hard time getting past simple modern military armor.

tl;dr: How do you strike a good balance between super powers and guns?

Also, as a side question, can anyone suggest an advantage that states a character has a small army in their employ? Ally Group caps at 100 people.
Eisbaer Blitzkrieg is offline   Reply With Quote
 

Tags
guns, power, supers


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:56 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.