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Fantasy RPG: GURPS or D&D?
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<blockquote data-quote="Celtavian" data-source="post: 1305188" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p></p><p></p><p>Give GURPS a read sometime. You can simulate certain things in GURPS that D&D just doesn't do very well IMO. , in GURPS you have true combat skill, not just attack skill but defense skill as well. For example, a fight between two highly skilled swordsman can really last a long time. And if it does last a longtime, they have fatigue rules so being in good shape really is important to a fighter in GURPS. </p><p></p><p>The GURPS combat system is so much better at simulating combat compared to D&D's combat system. It is much more interactive. I was utterly shocked when that D&D turned the generic Parry into a feat called Combat Expertise. Every single fighter or fighter-type in D&D should inherently have Combat Expertise IMO. Doesn't it ever bother you that a Wizard using Total Defense and a Fighter using Total Defense gain exactly the same defense bonus in melee combat? It's an easy rule to use, but anyone with a half a brain would know that a skilled swordsman could defend himself far better than a wizard or a rogue. Things like this in the D&D combat system don't sit well with me. I actually prefer many 2nd edition combat rules (specifically from the <em>Combat and Tactics</em>) over 3rd edition rules, though I do think iterative attacks is a vast improvement over ThacO.</p><p></p><p>I've played D&D for years though. The strength of the game has always been the ease of play and huge amount of campaign material. If D&D didn't have these things going for it, I would be playing another game system, probably GURPS or Hero System. I use GURPS almost exclusively when simulating Special Ops, Cops, or Spy campaigns. The system suits my needs better for those genres.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1305188, member: 5834"] [b]re[/b] Give GURPS a read sometime. You can simulate certain things in GURPS that D&D just doesn't do very well IMO. , in GURPS you have true combat skill, not just attack skill but defense skill as well. For example, a fight between two highly skilled swordsman can really last a long time. And if it does last a longtime, they have fatigue rules so being in good shape really is important to a fighter in GURPS. The GURPS combat system is so much better at simulating combat compared to D&D's combat system. It is much more interactive. I was utterly shocked when that D&D turned the generic Parry into a feat called Combat Expertise. Every single fighter or fighter-type in D&D should inherently have Combat Expertise IMO. Doesn't it ever bother you that a Wizard using Total Defense and a Fighter using Total Defense gain exactly the same defense bonus in melee combat? It's an easy rule to use, but anyone with a half a brain would know that a skilled swordsman could defend himself far better than a wizard or a rogue. Things like this in the D&D combat system don't sit well with me. I actually prefer many 2nd edition combat rules (specifically from the [i]Combat and Tactics[/i]) over 3rd edition rules, though I do think iterative attacks is a vast improvement over ThacO. I've played D&D for years though. The strength of the game has always been the ease of play and huge amount of campaign material. If D&D didn't have these things going for it, I would be playing another game system, probably GURPS or Hero System. I use GURPS almost exclusively when simulating Special Ops, Cops, or Spy campaigns. The system suits my needs better for those genres. [/QUOTE]
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