Wysk Oran:
In reply to GM (msg # 7):
I did realize this, but I too was frustrated that an average joe could not pick a sword (magical or no) and do much against PL level ups because of the caps, and then if you remove the caps, it also unbalances upward.
I totally agree. It was frustrating trying to make compatriots because a tough guy can't wear armour without breaking a cap. I had to put a paladin in leather armour so I wouldn't break the cap.
Wysk Oran:
I am willing to use which ever system you prefer.
I have not played GURPS in a very long time, unsure if it is what you are looking for, and HERO discouraged me because of the PC creation rules.
At first, I was a little annoyed because it's a lot of work to convert to a new system. However, I've kinda seen the light with GURPS. It's a multi-genre point system but it's in the pocket between too complex (HERO) and too simple (MnM)
Rolling is easy - 3d6 to hit a target number or less. 18 is always a critical failure, 3 is always a critical success
To attack, roll against a combat skill (weapon, spell, etc.)
To defend, roll against your active defense
I read GURPS Lite several days ago to catch up but I need to go over combat a few times
Wysk Oran:
I have a copy of TRUE20...will share.
Got it, thank you!