So I'm just curious. How are 300+ character point campaigns even possible? I'm a "lower decks" kinda guy myself (between 100-130 points), and haven't ever considered one of those ultra-powerful types of parties. Given what I know of the GURPS 3d6 mechanics, however, how does that even work? Unless one limits the players to purchasing more breadth of Skills rather than height, it would generate Skills and Basic Attributes so high that only a 17 or 18 would indicate failure. I'd think whoever goes first in a round would pretty much accomplish every goal before anyone else had a chance, and in combat, you'd get strike/successful dodge/strike/successful dodge ad nauseam against NPCs. Unless the GM contrives clumsy penalties that mediate every dice roll. I'm sure there are supplements out there specific to high-point campaigns, and I wondered if the mechanics change somewhat in consideration of such super-powered settings. Otherwise, it would be like an AD&D campaign in which only a natural 20 or natural 1 ever indicates anything besides a miss or successful Saving Throw.
Thanks for your thoughts, everyone!
Thanks for your thoughts, everyone!
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- Thomas W. Thornberry, make templates mandatory then. But also remember that for skills that almost always have big negative modifiers when in use (ranged weapon skills always and melee skills when your opponents seem to ALWAYS make their parry/block/dodge rolls) skill levels of 20+ really aren't all that excessive for Big Damn Heroes. 25+ levels might be though.Jun 8, 2017
- The consensus appears to be that using high point totals requires extensive pre-determined GM rules to keep it from going completely off the rails. I think what I like about lower point campaigns is that the point limits themselves act to keep the brakes on a campaign without needing a bunch of early commandments, contrived penalties and tedious record keeping.
On the other hand, those who do enjoy that epic feel of high-point campaigns doubtlessly find those requirements to be worth the effort. After all, throwing boulders, breathing fire and flying at supersonic speeds...well, that WOULD make a good set of visuals!Jun 8, 2017
- If inhuman stats are fitting with your campaign then why shouldn't they? If your campaign is based on human normalcy then tax exceptional stats with an increasingly expensive Unusual Background if players want to play a Chess Supermaster or an Olympic powerlifter.Jun 8, 2017
- I was just curious at how users of high point settings get around the problem that everyone has a 98% of success at pretty much everything they do. Seems like either a blow-through campaign where everything is too easy; or enemies who have that same 98% success, such that it's rolling for an hour among everyone before someone scores a 17 or 18, enough to cause something to actually happen. There have been several workarounds given here, they just take either a little or a great deal more effort to iron out before the campaign launches.
It's ultimately a different culture with different values, between those who prefer epic verses lower decks challenges.Jun 8, 2017
- increased power level just needs increased challenges. Skill penalties from complexity or obscurity become more complex and obscure, less fights on flat floors more fights on the a plank laid between to ships rolling on the waves, opposed skill rolls from 300pt opposition.Jun 8, 2017
- Christopher R. RiceModerator+2I ran a concurrent (4 different games) supers campaign for almost 100 sessions. The lowest point totals were 400 points and the highest were over 10,000. It's doable, but there are a few best practices to follow:
I have links here to a post on the subject of high point totals and below that is a link to my Session Recaps for Aeon:
ravensnpennies.com - Gamemaster's Guidepost: Playing With High Point Totals
http://www.ravensnpennies.com/p/session-recaps.html#.WTnCMWgrKM8Jun 8, 2017
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