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Gurps 3rd edition
Gurps 3rd edition




gurps 3rd edition

However, I have to confess, that if I were ever to run GURPS, I would deliberately do it wrong. Even the Storyteller family of games wouldn't really get it until some time in the early 21st century. It has only a vague and intermittent understanding of things like story structure and flow of play.Īnd there's nothing wrong with that. Its understanding of "true roleplaying," is rooted in being able to write "geology" and "prospecting" down on your character sheet as separate skills, despite no major mechanics being associated with either one (not that I'm asking for them, mind you). It brags about "making true roleplaying possible," but it couldn't escape its historical context. What I think is going on here is a culture of the same sort of adversarial tournament-focused dungeon-crawling as characterized AD&D. No, it's a -4 to hit a target that's precisely 1 and a half feet long and a -5 to hit a target that's one foot long. Every particular circumstance you can imagine adds its own pluses and minuses to that 3d6 roll, and never does the book come to the point of admitting that you can just eyeball it, giving a big modifier if there's a lot of confounding factors and a small modifier if there's only a few. It's not that any particular system is overloaded (though ranged attacks come close, especially the bit where you figure your to-hit penalty on a moving target by calculating its speed and direction of travel), but they just keep coming. It is admirably consistent in sticking to its 3d6, roll under resolution mechanic. I may have been slightly premature when I said it compares favorably to AD&D 2nd edition. That wouldn't be a problem, per se, but GURPS has this weird thing where it seems proudest of all the things I like least about the system. Ow, I think my brain might have melted out my ears.






Gurps 3rd edition