Someone (Unachimba) asked about how I have wildly different point total PCs adventuring at the same time.
How does that work out?
Some of it is my game, some it is GURPS.
It depends what you buy.
In my current game, at this moment, we've got a 346 point knight on something like his 23rd or 24th delve next to a martial artist worth 251 on his 3rd or 4th. That's a 95 point difference. All Chuck Morris has purchased so far is Reach Mastery (Light Horse Cutter) for his polearm. Vryce has purchased Hard to Subdue, Hard to Kill, Luck, weapon skill, Armor Mastery, Armoury skill, Swimming, Sacrificial Parry, more HP, and who knows what else at this point.
Yet they stood shoulder to shoulder in combat all last session and Chuck Morris put down at least as many opponents as Vryce. Nothing one did overshadowed the other.
Vryce has mostly purchased things that will keep him alive, or helps his friends survive. He hasn't made himself, or really concentrated on making himself, so offensively powerful that the only way to challenge him is with dangers that would annihilate all the other PCs.
Had it been another PC, would it matter? Probably not. With a wizard and a second wizard, it only takes a couple spells the vet doesn't have to make you useful in ways the vet isn't. We've got two scouts and someone coming in soon with a third. I never hear one complaining the other is stealing his thunder, or is too powerful to adventure with. The fact that one is better than the other doesn't seem to make the weaker one less useful, just less powerful. Neither is outclassed clean out of utility on the adventure.
It depends on what you sell. By which I mean, as a GM, what do you make available for the points?
My game is pretty far from a freak show game, and I err on the side of caution allowing purchases of potentially game-altering powers and spells.
If it was "anything goes!" I'd have more of a problem. 100 points of "whatever you want" can get odd, fast, and put PCs who don't yet have the access to these powers or the points to buy them in a bit of a hole.
To put it another way, my game gets more cinematic by ramping up the level and breadth of fairly mundane powers. The skilled get more skilled, the strong stronger, the magically powerful more magically powerful. They don't get access to game-changing abilities.
To a lesser extent, what do you make available for sale? In my game, magic items are not all automatically available for purchase. You have to roll to see what's there, or more accurately, if the thing you want is there. So the experienced sorts don't have shatteringly powerful items that set a "must be this high to ride this ride" barrier to entry for new characters.
It's how fast you get your points. If I gave out 100 points in 20 groups of 5 over 20 sessions vs. 4 batches of 25 over 4 sessions, do you think it would affect what people buy? I think so. The urge to spend now on things that'll keep you alive until next session is powerful. So the guy 95 points more valuable doesn't have, say, Extraordinary Luck and Extra Attack 2 and 3 more levels of sword skill. He's got a breadth of abilities improved a bit and filled in gaps exposed by repeated exposures to a variety of dangers. So new guys can still pull their weight on adventures that challenge him because he's not as far ahead as raw point total might make it seem.
"A kid with a pointed stick can kill you in GURPS." That's as direct a quote as I can remember of what a friend of mine says pretty often. I'm still not sure if my friend was being derisive or not. Not, I think, since he's played GURPS for a long time and GMed it for years now as well. But he's not wrong. Given a sufficiently lucky/unlucky set of rolls, barring built-in immunity or built-in ability to recover from a given attack form, a kid with a pointed stick can kill you. A few 3s here, a few 17s or 18s on your part, and bam! it's new PC time.
This helps smooth out some of the differences between power levels. A critical head blow to your brand new DF PC is probably about as bad as a critical head blow to an experienced DF delver.
Some people might call this "swingy" as if that's a bad thing. It's not - it's exciting. A lot like MMA, where someone can dominate a fight but then make a single mistake and get knocked out, caught in a triangle choke, or power-bombed into defeat. It adds an element of risk and a thrill of uncertainty to any fight.
GURPS builds that in. A critical hit bypassing any defense roll, and may do other exciting things, too. A critical miss is always possible no matter how high your skill is. Using a skill in a combat situation always opens you up to failure, and using your head in order to minimize the number of times you need to take that risk puts a high value on clever play.
And that's why I think the nearly 100 point difference between the top point value and bottom polint value PCs in my game doesn't matter that much.