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Re: [DL] Gamesystems (was d20 DL and HOL) - GURPS



>
> > >From: "Lord Jobe" <lordjobe@bigfoot.com>
> > >True, but crits get much easier in GURPS at higher skill levels. The 
>crit
> > >starts out at 3-4 (on 3d6).
> > >If a skill is 15, the crit rises to 5. At 16 skill, the crit rises to 
>6. A
> > >7 crit requires a 20 skill. After
> > >that, the crit rises by 1 per 5 skill points to a maximum crit of 10 at 
>35
> > >skill.
> > >Please not that these are figured after all modifiers are applied, so 
>with
> > >aiming and great rifle (like a
> > >Barret Model 82 with the standard x8 scope) and expert level skill 
>(16),
> > >you can get a skill of 25+ without
> > >too much trouble.
> >
> > You end up with high attack skill players taking called shots to the 
>brain
> > on every attack, that way if it isn't parried, it hurts a lot.
> > Note that the extended crits are an optional rule, and I believe apply 
>to
> > the base skill, not skill+mods (but I could be wrong, and it could be 
>done
> > either way)
>
>Yes, increased criticals are an optional rule originally proposed in GURPS 
>Supers, but they are dependent on
>the final modified skill before the die roll.
>
OTBSW is another good rule for higher point games.

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