Hey,

 

I just GM’ed my first gurps game this Sunday!  We’re playing a home-grown
dark fantasy game.

 

I’ve been GMing for a while now (D&D and WOD/Storyteller system mostly) and
so far I like the flexibility of GURPS 4th edition.  I had a few quick
questions though.  I hope someone can help me.

 

*       On some weapons, like broadswords, the Basic Rules have damages for
both thrusting and swinging damage.  For example, on page 274 of the Basic
Rules, it shows a Greatsword as sw+3 cut reach 1,2 OR thr+2 cr reach 2.  A
similar situation is found with the Katana which does sw+2 cut reach 1,2 or
thr+2 imp 1.  Does this mean the player can use either attach with that
weapon, but has the damage multiplier and reach specific only to that
attack?  So if he uses the thrusting attack with the greatsword, it only
does crushing damage (no multiplier if I remember) and can only reach 2
yards away.  If this is the case, why ever use anything but the
swinging/cutting attack and damage with a greatsword?
*       Do players ever “roll for initiative” like in other games?  If not,
do all actions happen at the same time or can you kill off an enemy before
he gets to attack because your basic speed let you go first?
*       On muscle powered weapons such as bows and crossbows.  Is it true
that the bow or crossbow has its own strength, rather than use the strength
of the character who is wielding it?  So if a character happens to find a
bow that is “STR 10” he only uses that strength level for damage rolls, even
though his actual character’s strength might be 15?
*       In the clerical magic system, do clerics use up fatigue points?
Also, since they have no pre-requisites for their spells, what’s to stop
them from just learning the powerful spells only and skipping the basic ones
(other than the deity or GM intervening)?

 

I’m sure I’ll have more questions later.  The GURPS system seems simpler
that AD&D 2nd Ed. but more complicated than storyteller.  However I was
really impressed with the characters my players made, because it let them
customize the characters and break outside of the cliché’ D&D classes of
fighter, ranger, rogue, cleric, wizard, etc.

 

Thanks,

Craig


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