At 05:05 PM 10/9/2000 -0700, Marizhavashti Kali wrote:

>Each method has its own eccentricities and areas where they excel. In
>this case, I think D20 lends itself more to the dramatic/heroic scale
>and GURPS to the realistic/simulation scale.
>
Just to play Devils Advocate here...I think you can 'power down' D20 more
easily than you can 'power up' GURPS. (I've been running a multiversal
GURPS game every week for a year now, so I have some clue as to how things
play out)

Consider:What's the weakest thing in the universe? A first level D20
character. So to keep a game 'low powered', slow down advancement,
ESPECIALLY hit point gain. 1+Con Bonus hit points per level,+1 more if
you're a "fighter type". And double the level range (or halve experience
rewards). The net result is that, over time, you get highly skilled
characters (good to hit bonuses, good skill selection) who are still very
vulnerable to attack. This nicely mimics GURPS, where 'high point'
characters are hard to hit, but, if they are hit, will be very likely to be
seriously injured.

If you follow these guidelines -- but give 'monsters' their full hit points
-- you will have a good imitation of most 'realistic' fantasy.

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