[gurps] Rule of 16: GURPS 3e versus 4e

Rupert Boleyn rboleyn at ihug.co.nz
Tue Mar 25 06:41:05 CDT 2008


Holmes, Erik wrote:
>
> No, who cares if they had high mental skills. If you use the rule of 16 even high spell levels aren't unbalanced.

A nice high skill in Armoury or an Engineering skill and some nice 
gadgeteering ads didn't bother you?

> A 25 broadsword skill on the other hand, with a little weapons master was some serious shit in 3e, and very hard to obtain.

IT's not that cheap in 4e either.

>> +10 to one spell, or +4 to all spells and +4d6 to spell damage.
>> Again, my inner munchkin says take 4 more magery. (actually, my inner
>> munchkin says take 150 pts, 75 disads and make a young Harry Rotter
>> with 10 magery, 15 IQ and 25 points in skills and spells).
> 
> Of course this only works if your GM has said "no limits to Magery".
> -----------
> 
> Yes, but just the fact that it works UNLESS THE GM MAKES A HOUSE RULE TO RESTRICT IT seems to show just one of the problems with points, skills and character creation in 4e.

It's not a house rule, but a standard option of the game. By your logic, 
once GURPS Myth came out Magery would be unlimited in 3e as well anyway.

-- 
Rupert Boleyn <rboleyn at ihug.co.nz>



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