In a Gurpsnet thread on armored GURPS 3e fighters having much-too-high defenses, I responded to one poster below. 4e greatly alleviates the problem by eliminating PD, but high scores may still be an issue for some players. Yet the below does summarize what is to me an important point: the game should accommodate “too high” defenses when those are warranted! Imagine, if you will, a warrior with Plate Armour (PD 4) with Deflect +3, a skill of 22 with a broadsword, and Combat Reflexes. His total defense? A parry of 19. Now, the rules as written state that Sir Unhittable will be struck only if he rolls a 17 or…
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Further clarifying DECIDE!
What’s the basic “unit” of RPG play? I’d call it this little exchange or interaction: 1. Something β some event, stimulus, something β happens.2. Players weigh the likely consequences of that something, and state how they respond.3. Based on the that interaction, the holy trio (GM, Players, and Game Rules) determine the outcome. And from that little procedure, you build a scene, a session, even a campaign β it just depends on how many times you rinse and repeat. There is in GURPS one small, wacky, but mostly harmless exception to this core unit. Defense rolls. That’s right. Defense rolls, by curious rule fiat, twist that 1-2-3 order to 1-3-2.…