Lizard wrote:
>
> 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)
This is largely due to the fact that D20 is bare-bones with the ability
to add things on, and GURPS is a fleshed-out system with a complete set
of genre assumptions built into the rules.
FWIW, I've run and played GURPS for several years and speak from that
experience.
> 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.
I would recommend using wound points instead of the method you describe,
but I also think that 'realistic' fantasy is rather missing the point
(yes, I think Harn misses the point too).
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