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<blockquote data-quote="Random Bystander" data-source="post: 7689300" data-attributes="member: 6702095"><p>Have you tried <a href="http://www.sjgames.com/gurps/lite/" target="_blank">GURPS Lite</a>? At 32 pages, it certainly doesn't seem heavy. There is also, and has been, considerable discussion on the GURPS forums as to more curated and less kitchen sink genre-specific versions of the rules than Characters and Campaigns. Something else that would help is a clear designation as to the complexity level and optionality of rules. With everything presented one after the other, the general assumption becomes using all of them, rather than the ones appropriate to the level of detail your gaming group wants in general, and potentially in that specific scene.</p><p></p><p>As for the "heft" of the rules, GURPS: "Characters" and "Campaigns" together are 575 pages; D&D 3.5's PHB and DMG together are 644 pages; and Hero System's "Character Creation" and "Combat and Adventuring" are 780 pages, total (however, the Hero System books use very thick and heavy paper for no discernible reason, giving them the appearance of far more pages than they have).</p><p></p><p>Some of the differences come in that D&D 3.5 supplements do not, as a general rule, increase the "operational complexity" of the rules; Hero System need only be learned once; and GURPS scales from 32 pages to thousands of pages (if you really want that much complexity; actually, I found a 1-page version that strips out points, and still looks playable).</p><p></p><p>Conversely, D&D 3.5 needs more supplements for more options; Hero System starts with a very steep learning curve (that then levels off to almost flat); and GURPS is lies somewhere between the two.</p><p></p><p>Finally, D&D 3.5 can be played with working knowledge of perhaps 15 pages (your race, your class, your skills, your feats; optionally, spells); Hero System becomes intuitive and easy to use once learned; and GURPS does not, as a general rule, add new systems at any point, although sub-systems are added at points.</p></blockquote><p></p>
[QUOTE="Random Bystander, post: 7689300, member: 6702095"] Have you tried [URL="http://www.sjgames.com/gurps/lite/"]GURPS Lite[/URL]? At 32 pages, it certainly doesn't seem heavy. There is also, and has been, considerable discussion on the GURPS forums as to more curated and less kitchen sink genre-specific versions of the rules than Characters and Campaigns. Something else that would help is a clear designation as to the complexity level and optionality of rules. With everything presented one after the other, the general assumption becomes using all of them, rather than the ones appropriate to the level of detail your gaming group wants in general, and potentially in that specific scene. As for the "heft" of the rules, GURPS: "Characters" and "Campaigns" together are 575 pages; D&D 3.5's PHB and DMG together are 644 pages; and Hero System's "Character Creation" and "Combat and Adventuring" are 780 pages, total (however, the Hero System books use very thick and heavy paper for no discernible reason, giving them the appearance of far more pages than they have). Some of the differences come in that D&D 3.5 supplements do not, as a general rule, increase the "operational complexity" of the rules; Hero System need only be learned once; and GURPS scales from 32 pages to thousands of pages (if you really want that much complexity; actually, I found a 1-page version that strips out points, and still looks playable). Conversely, D&D 3.5 needs more supplements for more options; Hero System starts with a very steep learning curve (that then levels off to almost flat); and GURPS is lies somewhere between the two. Finally, D&D 3.5 can be played with working knowledge of perhaps 15 pages (your race, your class, your skills, your feats; optionally, spells); Hero System becomes intuitive and easy to use once learned; and GURPS does not, as a general rule, add new systems at any point, although sub-systems are added at points. [/QUOTE]
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