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Advice on using GURPs to replace 4E?
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<blockquote data-quote="jdrakeh" data-source="post: 4753039" data-attributes="member: 13892"><p>I went through this same purchasing process back in December! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Honestly? I'd ignore the Dungeon Fantasy line for now. It's a nice set of options for emulating D&D but hardly necessary — and almost completely useless without the rule books that it heavily references. In fact, that's where I would start. Get your core books first and worry about options later. So. . . I would start off with: </p><p></p><p>Basic Set: Characters </p><p>Basic Set: Campaigns</p><p>Fantasy </p><p>Magic </p><p></p><p>Those for are pretty much necessary <em>unless</em> you choose to go with the lighter (but still tactically rich) combat system in the <a href="http://www.sjgames.com/gurps/lite/" target="_blank">GURPS Lite 4th rules</a>. If this is the case, you can skip Characters and Campaigns for the time being and run an entire campaign with the Lite rules. </p><p></p><p>Alternately, you may want to look at the <a href="http://www.sjgames.com/gurps/lite/3e/" target="_blank">GURPS Lite 3rd rules</a> which are really built for D&D-esque fantasy (they contain brief rules for magic and a bestiary). Since most of the GURPS 3e books are available in PDF, this is also a valid place to start (although no future books are being written for GURPS 3rd). </p><p></p><p>FWIW, both versions of the "Lite" combat rules are fairly robust despite being trunicated in form — they include multiple attack and defense options, as well as rules for things like shock and knockouts. I'd say that they're more tactically rich than many combat systems in much larger RPGs, in fact. </p><p></p><p>After you have decided on what core books to pick up, <em>then</em> I'd start looking at supplements such as the Dungeon Fantasy line and maybe other time-savers like the GURPS Bestiary or specific settings like Banestorm.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 4753039, member: 13892"] I went through this same purchasing process back in December! :) Honestly? I'd ignore the Dungeon Fantasy line for now. It's a nice set of options for emulating D&D but hardly necessary — and almost completely useless without the rule books that it heavily references. In fact, that's where I would start. Get your core books first and worry about options later. So. . . I would start off with: Basic Set: Characters Basic Set: Campaigns Fantasy Magic Those for are pretty much necessary [i]unless[/i] you choose to go with the lighter (but still tactically rich) combat system in the [URL="http://www.sjgames.com/gurps/lite/"]GURPS Lite 4th rules[/URL]. If this is the case, you can skip Characters and Campaigns for the time being and run an entire campaign with the Lite rules. Alternately, you may want to look at the [URL="http://www.sjgames.com/gurps/lite/3e/"]GURPS Lite 3rd rules[/URL] which are really built for D&D-esque fantasy (they contain brief rules for magic and a bestiary). Since most of the GURPS 3e books are available in PDF, this is also a valid place to start (although no future books are being written for GURPS 3rd). FWIW, both versions of the "Lite" combat rules are fairly robust despite being trunicated in form — they include multiple attack and defense options, as well as rules for things like shock and knockouts. I'd say that they're more tactically rich than many combat systems in much larger RPGs, in fact. After you have decided on what core books to pick up, [I]then[/I] I'd start looking at supplements such as the Dungeon Fantasy line and maybe other time-savers like the GURPS Bestiary or specific settings like Banestorm. [/QUOTE]
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