#Gurps 3rd edition enemies larger than 100 Pc#
The problem that GURPS has is that you cannot make a character with high stats whether PC or NPC. GURPS never seemed to lack in either department for me, even if it isn't my favorite game, and if you ask a dozen gamers how they define both terms, you'll probably get 13 different opinions. Part of the reason I'm not sure about what you're asking is that you use terms like "good roleplaying" and "viable character building" as if there were one single definition for them. If you feel like very high stats make characters too good, just introduce your own rule to cap them, or make them more expensive (I once did both, with a cap on skill levels as well). I'm not so sure that it was a problem in the first place, but to my knowledge 4E has not significantly changed anything there. If the question is whether GURPS has fixed the problem where very high stats unbalance the game. If it's "Why can't you raise a stat above 17?" then my answer is that I always played with the possibility of stats above 17, even with GURPS 3E (but I generally agree with their restriction, especially for campaigns that are supposed to look more realistic because very high stats produce characters that are not only unbalanced, but also stretch the bounds of reality). I'm a little confused on what you're asking.
![gurps 3rd edition enemies larger than 100 gurps 3rd edition enemies larger than 100](https://i.gyazo.com/cff330e06b612868d71c5020cd6cb55b.png)
So someone tell me if they have seriously changed the stat/skill connection to put it more in line with viable character building (or if they haven't). I still buy the books because the writing and backgrounds are excellent, some of the best in the business, but the rules are so out of whack with good roleplaying. Once I realized that critical flaw in the game design a few years ago I stopped playing GURPS. Sometimes I want to roleplay a character like that (or have npc's like that), and that is currently impossible in 3rd Edition. The fact that in the game that theorhetically a 20 Dex is equivalent to an acrobat and a 20 Strength to a world class body builder, yet there are a whole lot more people in the real world that match that description than there are in all of the GURPS supplements combined (of course there would have to be at least some characters in GURPS to have 20's just to be relevant). Not to mention the point costs (intentional to prevent players from having high Dex's and Intelligences). I mean the reasons are obvious, a character with a 17 Dexterity has a crazy number of skills defaulting to above what a character with a 13 Dexterity and purchasing those skills could afford. What I mean is that due to some shortcuts made in designing GURPS back before 1st edition (I remember the development of the game then), no characters (players or npc's that aren't monsters) outside of Supers have any stats above 17. Include also the Pyramid magazine.I ask this here, because I couldn't find (my fault I'm sure) threads about GURPS 4th ed other than mentions in Hero threads and the like. 1-5, GURPS Dragons, GURPS Dungeon Fantasy 2, 3, 5, 6, 9, and 10, Dungeon Fantasy Monsters 1, GURPS Fantasy, GURPS Horror, GURPS Lands Out of Time, GURPS Magic, and GURPS Monster Hunters 3. The books included in this list are GURPS Basic Set, GURPS Banestorm, GURPS Creatures of the Night Vol.
![gurps 3rd edition enemies larger than 100 gurps 3rd edition enemies larger than 100](http://mas.txt-nifty.com/.shared/image.html?/photos/uncategorized/2009/09/13/2009091302.jpg)
It does not include occupational templates or unique characters. It includes real animals and fantastical creatures. This List of published creatures compiles both templates and statblocks found in GURPS publications.