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Advice on using GURPs to replace 4E?
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<blockquote data-quote="dbm" data-source="post: 4753751" data-attributes="member: 8014"><p>I'm a fan of GURPS from the past, though I haven't played much of 4th edition. As other have commented, GURPS is very gritty out of the box, and combat quickly results in mutilated or dead characters unless you are very skilled and/or well equiped. This makes the '5 PCs against a horde' aspect of DnD hard to reproduce without using a chunk of the optional rules that the system provides.</p><p></p><p>I would urge some caution with implementing GURPS Magic. We tried a Eberron based GURPS game just before 4e came out, migrating 3rd edition characters over to GURPS. I was by far the most knowedgeable player in the group when it came to GURPS, and I was playing a wizard whilst everyone else was playing more martial oriented characters. We had an adventure which revolved around defending a town; my elemental focussed wizard was able to single handedly fortify the town using the 'Move Earth' spell (in GURPS, low level spells can be cast for free if you are skilled in them, and you can achieve a lot with a low-level Move Earth when you have several hours to prepare). He was also as dangerous as the melee specialists in hand-to-hand, having 'Flame Jet' as his highest skill. Bottom line - my character out-shone the whole party and this really upset the group dynamic. My point - the 'traditional' magic system in GURPS can be unbalanced relative to other parts of the system; if I was to play a fantasy GURPS game again I would probably use the Powers book to build magical effects as this seems more in-line with other aspects of the system.</p><p></p><p>In terms of tactics, GURPS has an extremely rich set of combat options which can be put together in many ways to build very varied combat. The only thing missing is opportunity attacks, though their omission is less significant since the game runs on 1-second rounds so the ability to abuse action phasing is minimised.</p><p></p><p>Let us know how it goes!</p><p></p><p>Cheers,</p><p>Dan</p></blockquote><p></p>
[QUOTE="dbm, post: 4753751, member: 8014"] I'm a fan of GURPS from the past, though I haven't played much of 4th edition. As other have commented, GURPS is very gritty out of the box, and combat quickly results in mutilated or dead characters unless you are very skilled and/or well equiped. This makes the '5 PCs against a horde' aspect of DnD hard to reproduce without using a chunk of the optional rules that the system provides. I would urge some caution with implementing GURPS Magic. We tried a Eberron based GURPS game just before 4e came out, migrating 3rd edition characters over to GURPS. I was by far the most knowedgeable player in the group when it came to GURPS, and I was playing a wizard whilst everyone else was playing more martial oriented characters. We had an adventure which revolved around defending a town; my elemental focussed wizard was able to single handedly fortify the town using the 'Move Earth' spell (in GURPS, low level spells can be cast for free if you are skilled in them, and you can achieve a lot with a low-level Move Earth when you have several hours to prepare). He was also as dangerous as the melee specialists in hand-to-hand, having 'Flame Jet' as his highest skill. Bottom line - my character out-shone the whole party and this really upset the group dynamic. My point - the 'traditional' magic system in GURPS can be unbalanced relative to other parts of the system; if I was to play a fantasy GURPS game again I would probably use the Powers book to build magical effects as this seems more in-line with other aspects of the system. In terms of tactics, GURPS has an extremely rich set of combat options which can be put together in many ways to build very varied combat. The only thing missing is opportunity attacks, though their omission is less significant since the game runs on 1-second rounds so the ability to abuse action phasing is minimised. Let us know how it goes! Cheers, Dan [/QUOTE]
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