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In the end you get a character which is quite effective in one thing, absolutely ineffective in everything else, and very likely not much fun to play.Īlso, don't forget that the word "combat" refers to many things. So, if you are looking for the most powerful character, the only option left is "mini-maxing", that is, heaping all your character points into those abilities that contribute to his "powerfullness", be it swordplay, archery, ability to cast fireball, or whatever. campaign set in a non-magical world, can you? The only limitations in effect are those put by your GM and his game world. How do you make a character in GURPS as powerful as possible? Well, now you don't have any artificial limitations on character creation to abuse. By doing so, you abuse limitations put on the character generations by the system designers. How do you make a character in d20 as powerful as possible? You choose the best combination of levels in various classes and prestige classes, you carefully select feats, you stack abilities of different classes together to get cumulative effect. In GURPS, the game mechanics is expected to reflect the laws of in-game reality, not to be in itself a tactical game within game. The thing is, there is NO chargen tricks and NO optimization sensu stricto in GURPS. suprised by a dagger-wielding assassin who has no armor but is nimble and skilledĬlick to expand.I would dare to say you are somewhat on the wrong track. vs a large, high HP beast, like a huge bear or lion vs an equally skilled opponent with comparable quality weapons If you feel like it, describe what would be the character's tactic in following circumstances: No supernatural stuff, but 'cinematic' skills are okay.Įxplain your choices if they aren't obvious and explain what tactics this character would use, what situations they'd be at advantage or disadvantage at. For now, ignore everything that doesn't apply to combat. Generally, show the subtle details of the system. Here's what I'm asking anyone who'd have fun doing it: Design me a character and make them as powerful as possible and use as many rules, tricks and optimization as possible. I considered myself good with the old Fantasy Trip / In the Labyrinth games which were an ancestor to GURPS, but right now I'm still learning to make proper characters.
#Gurps 3rd edition enemies larger than 100 full#
It's complicated, it involves slightly more math than I'm used to (percentiles, tables) but it's full of options and tactical.
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#Gurps 3rd edition enemies larger than 100 series#
In the new few years a series of excellent supplement was put out to support the major genres, like Fantasy, Science Fiction, Horror, and a major overhaul made superheroes campaigns in GURPS far more interesting than 3e. By making character generation for the Dungeon Fantasy RPG and fantasy campaigns, fast, quick, and easy. They want to learn a few things, make some characters, make some adventures and get on with the campaign.ĭelvers to Grow I feel is a major addition to the work that been done in the past decade to make GURPS more approachable. potential customers of GURPS, don't have time to sit down with a toolkit to develop the system they are going to use for their campaign. My opinion is that the problem is not because of the system but because of presentation. It it largely viewed as being pricey, complicated and a lot of work compared to other system and other generic systems. Let cut to chase, GURPS as a system doesn't have a great reputation within the hobby.