tussock wrote:d20 benefits greatly from classes and levels. Once you pick a class, most of the options just aren't for you any more, and even with the big ones like full casters you start at lower levels as a newb and still have very few spells you're allowed to choose from.
Then each level or two gets you a small number of additional choices. Each new book carries only a handful of things that suit your current character. Even choosing your equipment is quite limited and inflexible.
It occurs to me that this is probably
why it's so daunting to me. I have some idea of what a Scout or a Cleric or an Artificer can do, because I've made those characters, but if I want to make a Wizard, that's a completely new set of options to poke through. And every time I have to go through all the stuff to find out if it's relevant to me because it's not actually sorted or tagged, except, like metamagic feats, but I don't examine it in enough detail to know it when I wanna play a Wizard. But this isn't actually a point in favor of GURPS or anything - GURPS just front-loads all of the rules learning and, because I've already done it, I mistakenly thought it was less. But at least with GURPS the rules toggles are clearly marked. Magic and Thaumatology are where you get rules for games with magic and Ultra-Tech and Bio-Tech are for sci-fi games and while it's certainly possible to run games using all of them, in most settings it'll be pretty clear which are relevant. The fact that I have to read through Races of the Wild for any game that allows it to see if there's something that might be relevant to my character concept seems unpleasant (e.g. is there reason to believe from the name that a dex-oriented fighter with high crit chance gets at least one really impressive option here? Not until you at least figure out the subtitle of the book is Elves Are Better Than You.)
'Course that comparison leads me to realize that for any given campaign you're probably going to have more relevant rulebooks for 3.5 than for GURPS and it seems really disingenuous to complain about there being too many options, so maybe the example isn't a valid one.
tussock wrote:Part of the fun of GURPS is fiddling with every little knob on the great machine. Not just every last point in a tight character build, but every last dollar (from points) for gear, and all the numbers on it and how it interacts with your build and the expected challenges, and picking from all the different tactical options in response to the circumstances in every second of combat. Constant fiddling for that next +1.
Huh. While I have experienced some of that during play, it's less important for me during char creation and certainly less so than you're mentioning. Gear, for one - I'll happily figure out appropriate gear that's an important part of the concept, and I'll worry about gear in-game in a post-apocalyptic game, where that's the point, but you're making it sound like the point of GURPS character creation is to be like Shadowrun gear selection and I can't play Shadowrun because looking at a reasonable character's gear list is like gazing into the abyss and my characters end up pathetically useless because I
didn't want to constantly fiddle for the +1.
tussock wrote:I use a gentlemen's agreement for open point-buy games. You need to be able to participate in the proposed scenes: which is getting to them, doing something useful, and surviving the process. You also need to let everyone else at the table do the same, no cock-blocking the other PCs. Lastly, if you make yourself invulnerable to enemy action, that's your problem, I will not change things up to challenge you.
"You need to participate in the game at hand without keeping anyone else from having fun, and if you go out of your way to keep yourself from having fun, that's not my job to fix."
I'm absolutely in favor of this and I suppose in a well-balanced level-based game some of the points are gonna need less emphasis, but shouldn't this be part of the social contract
at the table, not just for a given system? Certainly if someone isn't willing to do that, they're desirous of a vastly different game than the one I want to play, which is fine, but it means I don't want to play with them.
I've read that a couple times now. Here are some quotes from the first page that describe the game I've played.
FrankT wrote:But while oMage is less incoherent than nMage (as all game books are), it's still an insane rambling diatribe that was already the clear result of too many chiefs and not enough indians.
You, in fact wrote:and thus was born the eternal storm of omniscient vs limited 3rd person perspective for determining what kind of magic your'e doing.
vagrant wrote:Fuck MtA. Every session I ever played on that bullshit GM fellatio fest was 70% 'Can I do this thing with my magic?' 'No.' 'Can I /do/ anything with my magic?' 'Not until I let you.'
And if the GM liked you, they would go out of their way to give you awesome shit. 'Oh, your motorcycle turns into a robot? That's totally coincidental because sleepers saw Transformers.'
Even without clearly biased GMs, I spent less time playing and more time playing Mother May I. Fuck that game.
This isn't everything by a long shot - the mechanics discussion isn't on the first page, after all. For instance, nobody discusses the fact that there are skills on the character sheet, which you'll take, there are skills on different versions of the character sheet that may or may not be the same skill that your MC is gonna call for because he used an old printout from a different version, there are special secret skills for each splat
that mages are gonna be expected to have AND there are secondary skills with a different cost that exist only to A) break your character upwards by making it stupid cheap to specialize in your shtick, or B) break your character downwards as your MC levies arbitrary penalties on you for only using Expression instead of Singing.
As for core mechanic, it goes something like this: describe an action, suggest a stat+skill combo, have that combo approved or overruled, roll the appropriate number of dice, ask which numbers to count, count those numbers, ask if your relevant specialities apply, fiddle with them a bit, give the MC a number and have him
then pick a target number based on whether that sounds like a lot and whether he wants you to succeed. Day before yesterday (I think) I rolled 6 successes (non-extended) to craft a wooden mask and it was "pretty good", which means fuck all. Don't even get me started on magic. How does Prime 3 interact with your ability to regain Quintessence? Whatever you said, you're wrong, because the answer is "it depends on whether your MC thinks that's too powerful today".
I've played a lot of WoD, and in none of those games has there been any sort of system beyond "throw some decahedra around, big numbers are better". It's not a framework I'd every want to build anything on. It's barely something I'm willing to play as-is.
Aryxbez wrote:As for GURPS, it's a good reminder that I should perhaps consider reading some of its supplements for interesting reads. Otherwise, as I recall, it's a game that mainly supports the "Human-level REALIZARM skirmishes". Trying to go beyond that tends to bring disappointing results (I've heard tussock made example once where Brick-Supers would eventually succumb to Minigun fire within a minute/and-or their fiat damage soak resource runs out).
If you're just standing there taking minigun fire for sixty rounds, you're basically either immune to it or you're dead. I guess there's the weird edge case where you take 1 point from a max damage roll and you have $TEXAS HP or something.
I don't see the lack of "a weapon I have to deal with because it's dangerous" that is also "something I can safely ignore for sixty rounds" as a disappointing result, but maybe that's just me. That seems more the realm of, like, poisons.
Tussock, is the referenced "fiat damage soak resistance" Ablative DR? If so, what makes that any more fiat than HP?
fectin wrote:The person who gave me the Star Wars RPG (second edition; blue cover) when I was young did a bunch of writing for GURPS. Even separately from that group though, I've run into more GURPS players than Shadowrun players. For a long time, my then-local hobby store had GURPS, shatterzone, In Nomine, and Star Wars, but not DnD. So GURPS has always just been one of the games I assume is a major player in the market.
However, like Shadowrun, I never picked it up myself, so I avoid commenting on it.
That's reasonable. Have you avoided it for any specific reason or has it just never come up?