SHORT COMMENTS
Last update: Thu. October 24 2013
I think that. . .
- Attentive and Xenophilia Level 1 are advantages with negative CP,
- TL4+ characters may learn Guns skill,
- air guns are available at 17th century,
- language masters should be good at composing,
- the best European language to be native is Dutch, and the second is Latin,
- it is ridiculous that Water Jet spell cannot be maintained,
- five-pounds Katanas are never used in real Katana skill, but in Broadsword or Two-Handed-Sword skill,
- Katanas may be as weak as ordinary swords, but must be as light as fencing weapons.
- "Hishi" and "Tetsubishi" in
GURPS Japan
must be Caltraps, and "Hishu" or "Hisyu" must be daggers,
- the true mage race should have Magery Level 3, racial ST 9-, racial HT 11+ and Extra Fatigue (limited to magical usage),
- Fat disadvantage is useful for female Goblins,
- Combat/Weapon Art skill is superior to appropriate Combat/Weapon Sport,
- the best way to improve the character's Savoir-Faire skill is to buy Military Rank Level 3 at no cost and to have a general in military government as a Military Contact,
- Speed-Reading skill and Semi-Literacy may be good in English, but not in Japanese,
- no beggers can earn more money than those in TL5 society,
- Hallucination spell is very hard to translate into Japanese,
- every woman without Parthenomania disadvantage should learn Courtesan skill to prevent unwilling pregnancy,
- the best native PD is Thick Fur,
- Japanese historical weapons are less expensive and much finer than listed,
- Alcohol Tolerance advantage is much valuable for women,
- real Japanese sense of money makes nonsense in
GURPS Japan
,
- Japanese peasant farmers in
GURPS Japan
are able to produce much more than in real Japan,
- Toughness is very useful in "first blood" duel,
- Enhanced (Active Difense) Advantages cost too much
and
- the cheapest bladed sword is Naginata, and the second is Gum
in
GURPS
third edition, and that. . .
- Size Modifiers in
GURPS Basic Set
, P.19 and P.550 must be standardized,
- Karate artists should have (Striking) ST 19+ and spend 8+ points in Karate skill,
- it is nonsense that any Driving skill cannot use as default of Driving (Motorcycle) skill,
- Propel spell becomes much useful for construction equipments,
- small Darkness or Blackout items are really inexpensive,
- GURPS Bio-Tech
makes some ritual magics easier,
- though they are very hard to learn, Body Control and Blind Fighting made alert or vital monks into masters of ritual magic,
- harbal magic is more powerful and more limited in
GURPS Magic
than in
GURPS Fantasy
,
- alchemical amulet of Health gives the wearer Regeneration (Slow),
- cats and some dinosaurs become much smarter,
- Damage Resistance (Absorption) 4+ combined with Injury Tolerance (Diffuse) would work as Invulnerability to some attack forms,
- Special Excercises in Indian Wrestling are ideal for mages,
- one of the easiest ways
of making a nonmage into a mage
is to teach the nonmage Kalaripayit,
- Magery is not only a Talent for spells,
- Technique Mastery for a technique with skill+1 maximum should raise the limit by three,
- Technique Mastery and Trademark Move might be unbalanced when combined with Combinations,
- Tip Slash maneuver with a Large or Small Knife should have Reach 1, for those knifes can threat Reach 1 if swung,
- Rugby skill is not only based on DX but also ST-based,
- assassins are favored but archers are scared in
GURPS Fantasy
settings,
- a Rukh's ST should be increased by 10,
- most Wraithes are not able to cast their racial spells for their Magery,
- Poor people can spend more money than Struggling people at TL1-,
- spending features are more serious at lower TL,
- people in low TL are more generous than those in high TL,
- S batteries in
GURPS High-Tech
must be lighter than listed or Global Positioning System Receiver in
GURPS High-Tech
will have negative weight,
- some TL9 torso armors are not down to date even in TL8,
- Computer Clothings and Entertainment Consoles are excellent computers in very high TL,
- it does not make sense that a buff coat under a breastplate is not concealable,
- unweighted chain must be lighter than weighted Kusari,
- 10G shots should weigh twice as much,
- a short staff with a spearhead is superior to a smallsword for any ST 6+ characters,
- a sodegarami is inferior to a quarterstaff with a hook for any characters
and
- the best weapon is a quarterstaff with ST 14+ and Enhanced Parry (Staff) advantage
in
GURPS
fourth edition.
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