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Reply from GURPS,

Posted By: SiliconDream=PN= (mates.HIP.Berkeley.EDU)
Date: 1/23/2000 at 2:29 a.m.

Here's my errata post to GURPS and Gene Seabolt's reply:

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>On page(s) 82,85, rest of the book :)

>p. 82: Journeyman coats are given as absorbing 20%

>of the damage they take. What they actually do is

>absorb twenty percent of the melee and impact-based

>*blows* they take; full damage 80% of the time, no

>damage the rest of the time.

Bungie checked off on that content. We are confirming this errata with them.

>p.85: "Trabist's Mirror" should be "Tramist's Mirror."

An errata has been sent.

>Rest of the book: I don't know if this is an erratum

>as such, but the point costs of GURPS Myth character

>templates should *not* be converted directly from the

>point costs of units in the computer games. The second

>costs are related only to the values of these units on

>the battlefield, not to their value in all parts of

>life (as is appropriate for GURPS).

This is discussed in the sidebar on p. 68.

>Believe me, it's a *major* blow to "realism" for those

>who have played the game when GURPS Dwarves are twice

>as tough and fast as they were in-game, just so their

>GURPS value will be as high as their Myth value was.

GURPS Myth Dwarves are no faster than Myth Dwarves in relation to other characters, though they may appear so because GURPS rounds movement rates much more than Myth does.

They are ostensibly tough, but this design decision was based on playability-- not on point balance. As I'm sure you know, active defenses are the primary means of surviving a GURPS combat. Not only do Dwarves have pitiful active defenses, they deal (too carelessly) in explosives that would bypass
them anyway. The bottom line is that GURPS Myth Dwarves will suffer roughly three attacks for every attack a GURPS Myth Warrior endures, whereas Myth Dwarves and Warriors, lacking active defenses, suffer them at a uniform rate.

I couldn't imagine a Dwarf with HP in the 10-14 range surviving any major combat encounter in GURPS Myth, nor would they endure a nearby explosion from their own weapons, as they routinely do in Myth play. So I gave them the HP to do both. I believe in GURPS Myth play it makes them a bit more
resilient than in Myth, but if they are to be good PC material they need to have some chance of routinely surviving frays.
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