The Lost Muse
First Post
I'd also suggest getting GURPS Powers, if you decide to go with that system. It's very useful in modelling almost anything you could think of.
Hi all
Since WotC have got rid of PDFs I am thinking of moving to a system which offers them. GURPs has been offered to me as they have hardcover, PDF and a char builder program. (I have been so spoilt by the CB I would really like to keep it!). So reading through the list of books in RPGnow I have come across 2 questions:
1. We play a pretty RP lite style, and love the tactical aspect of 4E (we all are/used to be wargamers), of game. Is that 'tactical' combat going to be OK in GURPs?
2. What books are needed to make a DnD clone, it is what we have all played for 25 or 30 years so we are after high fantasy sword and sorcery. GURPs obviously does every type of RPG, or attempts to, what books are required to give loads of fantasy options.
Thanks in advance.
I think you're overstating things a bit. Frex, while it's true that Magic presents a single system of spell casting as a default, it also presents dozens of options for modifying that system of spell casting to reflect different fantasy settings and genres.
As for Fantasy, the one thing that it is really useful for is teaching people how to model fantasy in GURPS (which isn't always obvious to somebody migrating to GURPS from non-generic systems). I didn't think that I needed it either and balked when people over on the SJG forum suggested it. I was wrong.