Originally posted by phydaux:
</font><blockquote>quote:</font><hr />Originally posted by aramis:
For comparison, the breakpoints for D20 are much further apart. a D20 3 is roughly equivalent to a GURPS 6, and a D20 18 is roughly equivalent to a GURPS 14, at about 1 per 200. In essence, for converting D20 to GURPS, take the modifier, and add that to 10. For going the other way, double the distance from 10... not quite mathematically correct, but very close, in terms of the range.
Man! Go out of town for a few days and SEE what you miss?!?! People are ACTUALLY talking about GURPS!
aramis, what you're taking so many words to say is basicly this: a 3D6 game engine is based on a Bell curve, while a D20 game engine is linear. So, as skills aproach 18, in a linear system the PC still has a good chance of failure (never less that 1 in 20 or 5%) while in a bell curve system the PC DOESN'T have to fear failure (1 in 216 or <0.5 %).
SO, if a GURPS GM foolishly allowes players to have stats and skills greater than 14, he has handed control of the game to his players.
As long as the GM keeps this in mind and disallows degenerate characters, he's fine and the campaign is fine.</font>[/QUOTE]Actually, pointing out the relative effectiveness; it's not so much the bell curve issue as the difference overall in both how often (yes a bell curve issue) as the nature of the attributes and how often they should appear.
And the MTM Designers notes were not in the MTM book, nor in pyramid (which did not exist yet); I forget where they were published (I have a photocopy of the article, but the page is cut off).
But in any case, the linkage is there in other ways. Both in how often one should occur, and in how effective they are.
THe problem with GURPS, for me, is not only the overlapping cost definitions, the massive over supplementation, but also the mindset of the typical local GURPS advocate: these weasely fellows have min-maxing down to a science, and argue that "If it wasn't intended to work that way, it wouldn't be in the rules!", while griping about any GM who "Dares to restrict my character choices".
My very favorite rule set is MT. CORPS is close second, WFRP is 3rd, and 3E D&D is fourth. T20 is right next, at 5th. GURPS has slid down well past 20th, having once been 1st. Each of my top 10 has their place in my gaming repetoire. MT for Gritty but Epic, bounce off the walls and shoot down starships with AMR's... CORPS for VERY realistic anything (unfortunately, as written, that includes advancement...) WFRP for Hack and Slash and/or beer and pretzels mid to high fantasy, 3E for rip-roaring high fantasy and swords and sorcery type stuff, T20 for Chandelier-Swinging Space Opera in the Traveller universe, especially for Tramp freighters. Prime Directive for CSSO in the Star Fleet. Hero for Supers and certain types of fantasy. Judge Dredd (GW version) for quick and abusive pick-up games.
GURPS Traveller appeals to a certain subset of GURPS players, and a Certain subset of Traveller Fans; they are not a 100% overlap. T20 will do likewise. Some Traveller fans will swear by it, some will use it to convert the D20 fans, some will play it simply because the D20 fans will do so; D20 players looking for a true Sci-Fi setting rather than Truly Sci Fi, will be able to find in in T20; what is fantastic in it is at least a reasonable extrapolation (or is there to avoid contradicting CT/MT/TNE/T4). It really maintains the feel below level 13 or so. I had the same problem in 3E D&D; about level 15, skills become too powerful.