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Advice on using GURPs to replace 4E?
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<blockquote data-quote="ExploderWizard" data-source="post: 4753885" data-attributes="member: 66434"><p>Others have touched on some key differences between GURPS and D&D. Having played a good deal of both, here is my take:</p><p> </p><p>Power/Advancement: GURPS characters can start off as lowly or competently as the GM/players desire. Standard advancement is a slow trickle of earned character points and allows some improvement every session. There are no "levels" or milestones of accomplishment that some players may be used to from D&D. You can model these level-ups in GURPS by awarding points in larger chunks at less frequent intervals.</p><p> </p><p>Combat: GURPS characters can become master martial artists and devastating in a fight. Advanced GURPS combat is one of the best sets of tactical mini based rules on the market. The largest difference is that the capacity to both deal and sustain damage will not increase much with a rise in power or skill. Casters are an exception. Spell damage rises with the access to more energy. This means that big nasty creatures that really pump out the hurt can be as dangerous to high power characters as they are to those of lesser power. Be very careful about outnumbering the PC's. Damage is not ablation based, instead it is mitigated by the use of active defenses. These defenses are limited so surrounding a master swordsman with 4 average swordsman won't get you the results you see in movies. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p>Highly cinematic options are needed to get that D&D feel.</p><p> </p><p>Points/levels: GURPS is a roleplaying game and point levels are not exclusively based on combat concerns. A 300 point, well connected influential merchant can be cut down in a second by a lean, and mean 100 point fighter. Point costs are balanced by usefulness/hinderance in the overall scheme of the game. Its up to the GM to make sure that things that cost/give points matter. </p><p> </p><p>Rewards: Character points (XP) are given based on how well the player roleplayed the character rather than how much stuff was killed or loot gained. The GM can award points for whatever he/she wants buts the default helps enforce the playing of disadvantages that might not be so helpful to the mission- thats why they are DISadvantages.</p><p> </p><p>Let us know how things work out.<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></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4753885, member: 66434"] Others have touched on some key differences between GURPS and D&D. Having played a good deal of both, here is my take: Power/Advancement: GURPS characters can start off as lowly or competently as the GM/players desire. Standard advancement is a slow trickle of earned character points and allows some improvement every session. There are no "levels" or milestones of accomplishment that some players may be used to from D&D. You can model these level-ups in GURPS by awarding points in larger chunks at less frequent intervals. Combat: GURPS characters can become master martial artists and devastating in a fight. Advanced GURPS combat is one of the best sets of tactical mini based rules on the market. The largest difference is that the capacity to both deal and sustain damage will not increase much with a rise in power or skill. Casters are an exception. Spell damage rises with the access to more energy. This means that big nasty creatures that really pump out the hurt can be as dangerous to high power characters as they are to those of lesser power. Be very careful about outnumbering the PC's. Damage is not ablation based, instead it is mitigated by the use of active defenses. These defenses are limited so surrounding a master swordsman with 4 average swordsman won't get you the results you see in movies. :p Highly cinematic options are needed to get that D&D feel. Points/levels: GURPS is a roleplaying game and point levels are not exclusively based on combat concerns. A 300 point, well connected influential merchant can be cut down in a second by a lean, and mean 100 point fighter. Point costs are balanced by usefulness/hinderance in the overall scheme of the game. Its up to the GM to make sure that things that cost/give points matter. Rewards: Character points (XP) are given based on how well the player roleplayed the character rather than how much stuff was killed or loot gained. The GM can award points for whatever he/she wants buts the default helps enforce the playing of disadvantages that might not be so helpful to the mission- thats why they are DISadvantages. Let us know how things work out.:) [/QUOTE]
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