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Thread: Choosing a system

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    Pex's Avatar

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    Nov 2013

    Default Re: Choosing a system

    Quote Originally Posted by Democratus View Post
    Highly dependent on the kind of character you are playing.

    Last time I played Fantasy GURPS I played a wizard. And by the end of the first campaign I had twice as many spells as when I started. GURPS Magic allows relatively cheap purchasing of new spells and powers.

    If, instead, you are trying to make your axe-wielding barbarian significantly stronger or better at axe wielding it can be a long road. Gaining new skills is much cheaper than improving skills that are already good.
    Spells are skills in GURPS, so it makes sense. I already said you can improve skills, but that's it. What is difficult it's not worth the bother to improve is getting new Advantages, and it is Advantages where your character differs from what it was before. Wealth is an Advantage in GURPS. If you do not purchase it at character creation you may not use the 5,000 gp treasure hoard you got. You have to purchase Wealth Advantage first, and you do not get enough points at the end of the session to do so. You have to wait several game sessions meanwhile your 5,000 gp does nothing. If I recall correctly there is even comment that if you don't buy Wealthy the DM should come up with a reason why your sudden wealth goes away.

    Edit: The wealth comment might be related to if you took the Poor Disadvantage for more build points. Acquiring 5,000 gp means you're no longer Poor, giving you free build points. Therefore, if you do not buy off Poor you lose your treasure find by DM fiat.
    Last edited by Pex; 2021-02-24 at 04:30 PM.
    Quote Originally Posted by OvisCaedo View Post
    Rules existing are a dire threat to the divine power of the DM.