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Gurps 3rd edition jack of all trades
Gurps 3rd edition jack of all trades







gurps 3rd edition jack of all trades

In combat, he specifically would keep avoiding attacks and relying on his armor while delivering blows with his superior skill. (In fact, it's Lovecraft with swords.) He's not really strong enough to kill that giant white man-eating ape with just a knife - he makes a big gamble, spends an action/hero/fate point or uses extra effort, and manages to withstand its ram-and-squeeze long enough to plunge his dagger into its heart.

gurps 3rd edition jack of all trades

#Gurps 3rd edition jack of all trades mac#

How does Naisi Mac Usnach's player kill that spying NPC by throwing a chess piece through his eye, then hold off an entire warband on his own?Ĭonan, incidentally, is pretty much one of the types of fantasy GURPS could handle (assuming there's some kind of extra effort rules I forget just now) - early sword & sorcery is gritty. GURPS is sort of fundamentally incapable of modelling most mythical heroes. (Except, of course, its successor, HeroQuest.) Amusingly enough, RuneQuest also does mythical and epic fantasy with heroes who can defeat armies on their own better than just about any game. Like I said, that's great for cyberpunk and the like, but not for anything cinematic or "mythical."Ī fantasy setting doesn't have to be anything, but my point was the inability to really handle cinematic stuff.Īnd in any case, WFRP does gritty "realistic" fantasy so much better than GURPS (and is still simpler) - why would you use GURPS for it? So does RuneQuest (any edition). Can someone explain or elaborate? As far as I can tell, it still comes down to a single shot taking you out, unless you have superhuman HT, DR, or PD. I've got both 3rd edition Compendiums, I've read a ton of alternate and optional rules (which are, in themselves, a huge chore to sort out, compared to a light and easy system like M&M) - and I still can't really see how the game can really work cinematically.

gurps 3rd edition jack of all trades

You don't want to get into them, you want to have the first shot when you do, you want to be at close range (or lying down and aiming with a really good rifle if the range is long), and you want to have good cover. This also makes GURPS great for realistic firefights. If skills and stats are high on both sides, blows are exchanged for a long while with no measurable result, until someone gets lucky and lops off an arm. A punk walks up and sticks a knife in your gut, and you drop on the floor, writhing and bleeding out. It's usually very quickly lethal, which works great for realistic games. GURPS melee combat, for instance, is pretty tricky for many games. M&M makes it much easier to use and play them, and really captures the over-the-top, light-on-details style and feel much better. That works very well for games where detail and realism is important, like SF.Ĭompare creating and playing supers in M&M and GURPS. Why not? I know "realistic modern" seems to work really well with GURPS, and I can see why not do a fantasy thing, but why not Space Opera or Superheros? It is because there are allready specialized systems for it (why I play D&D for fantasy) or is for annother reason?Because the rules are cumbersome, nitty-gritty, and lean really heavily toward heavy detail.









Gurps 3rd edition jack of all trades