> I think I understand the character-based approach, I just
> doesn't match my style. I could say it doesn't gel for me, either.
>
> Usually I write science fiction or other fictional vehicles,
> and designing them is the search for the perfect balance of
> cost, weight, performance, etc. in the setting. If a design
> looks "inefficient", there must be a story behind that, and
> the story must make sense in the setting.
I have to agree here with Onno where it comes to vehicles in 3rd edition. I
am also not all too happy with the use of Hitpoints of a vehicle equals the
cube root of the vehicle's weight times some number - but, that's what the
designers chose <shrug>.
What I find perplexing is the fact that it has taken all this time and STILL
no GURPS VEHICLES for 4th edition GURPS. I guess in the long one, one is
almost better just using the older version of GURPS VEHICLES, figuring out a
vehicle by those means, and then translating it into its GURPS 4e analog.
Sad as it may be, I'm also starting to reach a point where I may go back to
GURPS 3e in its entirety. GURPS LOW TECH for 4e has been (in my opinion)
WAY too long in the making, and even if it comes out by the end of this
year, still leaves me wondering why in the hell does a shield have the same
DR as plate armor, and why the hit points for shields exceed the cube root
times a given number of the shield's weight. The "collision" rules for
trying a shield rush leaves me cold - and just last week, I found myself
shaking my head in amazement as a player finally had a character run the
risk of being crippled. Damage done to the legs was sufficient to cripple
both legs, with one leg taking a total of over 14 points overall (Character
had a ST of 14). Then the player rolled a HT saving roll, and blew it by
3+. In the old rules, that would have left him lame, under the new rules -
only made for an extended healing session measured in months rather than in
days <shrug>.
Well, enough grousing I suppose.
Hal
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