Gurps always requires a degree of GM control at character creation, the degree of attention just amps up once your dealing with characters in the 1000+ point range. There are ways around this to a degree, but the bigger problem, already mentioned, is that as points climb higher, adjudicating abilities becomes more difficult and the work for the GM becomes more extreme. Or to put it another way In Gurps Batman doesn't have authorial fiat to survive the Omega beam, he just dies. This features some stories well, but not others.
Actually they'll be able to punch clean through most tanks with little difficulty. In Gurps a super-hero who can lift a cruise-ship out of a harbor will liquify an ordinary human they punch. Gurps takes a certain degree of 'realism' as it's base-line, which tends to not work well in combination with things that have highly abstract and non-realistic physics involved. Rapid-Fire Cosmic (Ignores DR) attacks aren't stricktly speaking overpowered, the defense against them (Cosmic DR) is generally cheaper than the attack is, but they will annihilate anyone who doesn't have the defence. I don't think either of those examples are truly overpowered (their tricks are pretty costly gunslinger dude wont hit anywhere near as hard on all those attacks as someone who actually invested in a really powerfull attack instead) but those kinds of superpowers can make balancing fights hard because they'll just crush some enemies who don't have an answer to their abilities.įor attacks there's also forms of attack that are pretty cheap to build and pretty cheap to buy the defence against, but if you don't have the defence you might just explode. Some things are fairly obvious like the guy with Insubstantiality and abilities that can affect the material world just being able to roll any opposition that can't attack Insubstantial enemies, others can sneak up on you like the Time-Mastery gunslinger with Altered Time Rate + Duplication + Extra Attack who gets to take 10+ turns worth of actions per round and can attack two times or more on every one of those 10+ turns.
straight forward superstrength/supertoughness or blasters. Click to expand.IDK if I'd say easily broken in general (though the Malediction enhancement for Afflictions is pretty broken and shouldn't really work like it does), but for supers specifically where pretty much all Advantages and Modifiers are up for grabs there can be some problems balancing around characters that go for 'weird trick' superpowers vs.