Which translates to if these wounds are not treated soon, the PC eventually dies. The wound system here is also quite lethal in that the more wounds the character has, the faster the rate his remaining hit points are lost. In contrast the highest possible rank in a skill is 10.Ī critical success (over 20) in combat just means a bonus to damage for every point over 20.Īlternatively, Some people admittedly have preferred to raise the target number for success from 11 to say 15. After stacking, is quite possible to get modifiers well over -10 in the system. So, if you get hit 5 times in one round, that means 5 wounds and a -5 to attack modifer the next round (not including other modifiers!). The wound system in SLA is particularly cruel in that every time you get hit, you receive a wound and a -1 modifier to attack. GURPS - 4th - Edition - Spaceships 7 - Divergent and Paranormal Tech.pdf. There are *so*many modifiers in SLA, that this is not really a problem in the system, IMHO. GURPS Character Assistant v4.0.299 (GCA 4) Download. Individual combat modifiers usually range from about -1 to -5 depending on typical things like lighting, distance, proficiency in currently armed weapon.etc. The most analogous thing I find is Savage Worlds spending the first 41% of Adventure Edition on character generation.Hmm sounds like a VERY low standard target number with a random range of 2-20 and an average of 11 from just the dice. Not sure this is a good endorsement for the organizational concept Has a whole chapter about the system and setting up the universal chart before getting to character generation.ĢE- Spends 10% of the book setting the scene and setting up the system before getting to character generation, which is another 10% of the book before hitting combat.ĥE- Starts off with 15% of the book setting the scene and setting up the system followed by about 18% character generation.Įverything from Palladium (Rifts, Robotech, Mechanoids.) Oh, and they all also have a fair bit of detail about the system before getting into Character Generation. There's literally 313 pages of creating a character, advantages, disadvantages, skills, magic, psionics, templates, equipment, character developments, traits and iconic characters before hitting Combat Lite at the end of the book. So, if you sincerely are having issues then you might want to take a more objective and honest look at things.
I'm with you on long lists of abilities being boring though, I fell asleep more than once getting through in the 100+ pages of spells in the Pathfinder 1e core book when I read it cover to cover.