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[EMAIL PROTECTED] (Courtney Love) wrote in message news:<[EMAIL PROTECTED]>... > [EMAIL PROTECTED] (Brandon Cope) wrote: > > >With the prerequisite system, spells do. Psionics are probably an > >exception because a "Powers of the mind"/experimentation angle. > > You don't get it, do you? Or are you being deliberately obtuse? You think the > GURPS system of experience is better because the points gained from adventuring > can only be spent on skills, etc. the charcter used in the adventure. No, I don't. It's a rule I and many (perhaps most) GURPS GMs ignore. > >It doesn't. Your "example" doesn't show it does, either. > > My emphasis was on the "limiting" part, not the "classes" part, which is a > different topic. Pay attention. Your beef with D&D is that it puts LIMITS on > the player's attempt to build a character. However, GURPS puts LIMITS on the > player's ability to advance the character. A limit which GURPS GMs tend to ignore. > >This is not nearly the factor you think. > > Sure it is. If you want to be a commando that can crack safes and you don't > get to repeatedly break into safes during the game, you don't get to spend > points on that skill. OTOH, spend 100 hours training how to break into safes and you get a free 0.5 points in the skill. > In D&D, you as GM can rule that a desert nomad can't learn swimming, but you > can't say "Well, I don't want you to spend skill points on Speak Language > because you never spoke that language during the last level." A GM can forbid anything he wants in his campaign. He should have a good reason for it, but he doesn't have to tell the player why at the time. > In GURPS, the GM says "You can spend points on these skills and/or these > abilities, but not on this new stuff unless you want to study between > adventures." You're limiting the PCs when you do that. Like I said, most GURPS GMs ignore the rule, so this doesn't apply. > >And yet my players over the years have not complained about my > >"autocratic theories" but rather have kept playing. > > This statement of yours doesn't prove that you WOULD notice whether or not your > players are happy. Sometimes players will play in a bad game if it's the only > one available, for instance. Which doesn't apply in my case. A generous and sadistic GM, Brandon Cope
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