I'm starting a new campaign, using GURPS. It's been nearly a decade since I last gamemastered using GURPS. I've been DM'ing, using D&D 3.0/3.5, for the past five years, and before that, I had taken a long break from role-playing gaming altogether. This new campaign will be set on a fantasy Renaissance world, but one that is much more grim and gritty than what D&D facilitates. Thus the need to switch to GURPS. (Please do not try to convince me here to switch to some other role-playing system for this. I've already made up my mind.)
I already own a lot of GURPS 3rd Edition books, including the core rulebook, the two Compendiums, GURPS Magic, and GURPS Fantasy.
(Note, hereafter I'll refer to 3rd and 4th Editions as 3E and 4E, respectively.)
I've been doing a lot of research on the new 4E, and I'm thinking of upgrading to that. (Eventhough it will be a costly endeavor.) In fact, I've already bought the 4E GURPS Magic, if only because my old 3E GURPS Magic book (softbound) is worn and falling apart, and because the new one is hardbound and handily color-coded; and because I had heard that very little has changed between 3E and 4E where magic is concerned, so this new book will be useful to me whether I upgrade to 4E or not.
One of the things that bothers me about the new edition is the changes in costs for ability scores...
- In 3E, the costs for ST, DX, IQ, and HT were all the same. In 4E, DX and IQ cost twice as much as ST and HT. This change sounds reasonable for campaigns set in a modern-day world or near-abouts, where ST and HT are less important than DX and IQ. But is this a reasonable change for campaigns set in a medieval world? Since my campaign is going to be set in a medieval/renaissance world, I wonder if it's a good idea to have DX and IQ cost twice as much as ST and HT?
- In 3E, the cost for an ability score was 10 points per increase; until a score was increased past 13, where the cost was 15 points per increase; until a score was increased past 15, where the cost was 20 points per increase. But now the cost is completely linear, e.g. ST costs 10 points per increase, and DX costs 20 points per increase, no matter how far you increase it. This change sounds good for a super-powered hero campaign, but not so good for other campaigns – even for a heroic fantasy campaign – with more down-to-earth characters.
What is your impression with this? And if you've played both 3E and 4E GURPS, how have these changes worked out for you?
I already own a lot of GURPS 3rd Edition books, including the core rulebook, the two Compendiums, GURPS Magic, and GURPS Fantasy.
(Note, hereafter I'll refer to 3rd and 4th Editions as 3E and 4E, respectively.)
I've been doing a lot of research on the new 4E, and I'm thinking of upgrading to that. (Eventhough it will be a costly endeavor.) In fact, I've already bought the 4E GURPS Magic, if only because my old 3E GURPS Magic book (softbound) is worn and falling apart, and because the new one is hardbound and handily color-coded; and because I had heard that very little has changed between 3E and 4E where magic is concerned, so this new book will be useful to me whether I upgrade to 4E or not.
One of the things that bothers me about the new edition is the changes in costs for ability scores...
- In 3E, the costs for ST, DX, IQ, and HT were all the same. In 4E, DX and IQ cost twice as much as ST and HT. This change sounds reasonable for campaigns set in a modern-day world or near-abouts, where ST and HT are less important than DX and IQ. But is this a reasonable change for campaigns set in a medieval world? Since my campaign is going to be set in a medieval/renaissance world, I wonder if it's a good idea to have DX and IQ cost twice as much as ST and HT?
- In 3E, the cost for an ability score was 10 points per increase; until a score was increased past 13, where the cost was 15 points per increase; until a score was increased past 15, where the cost was 20 points per increase. But now the cost is completely linear, e.g. ST costs 10 points per increase, and DX costs 20 points per increase, no matter how far you increase it. This change sounds good for a super-powered hero campaign, but not so good for other campaigns – even for a heroic fantasy campaign – with more down-to-earth characters.
What is your impression with this? And if you've played both 3E and 4E GURPS, how have these changes worked out for you?