Quote:
Originally Posted by Ed the Coastie
The other "problem" with running T2K under GURPS is lethality. It is VERY easy for a character in GURPS to get killed, particularly in gun combat. But if the PCs are careful (and my usual bunch of players are), they will do fine.
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That depends. If you are using the the blowthrough rule, characters can pass out often from gunshots, but rarely make death checks. If you don't use the optional bleeding rules, the character can lie there passed out for some time without ill effect.
Dropping the blowthrough rule makes combat more lethal immediately. Using the bleeding rules makes combat more lethal eventually.
(all of the above is for 3e; the blowthrough rule meant that any attack doing less than 15d6 damage, basically a heavy MG, could do no more damage than the character's Health score, 10 for an average person)