Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Advice on using GURPs to replace 4E?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Skallgrim" data-source="post: 4777042" data-attributes="member: 79271"><p>Echoing some things said by earlier posters:</p><p></p><p>GURPS Magic is a very specific way of modeling spell-casters. You may love it (like I do), hate it, or have no use for it, as it doesn't model the way YOU want magic to work (like I do). It makes magic VERY different from D&D. </p><p></p><p>GURPS Powers is a very, very good purchase. Not just for making your own magic system (which it would be excellent for), but also for suggestions on how to do tons of different effects (poisons, auras, transformations). I can see any GM in a magical world getting tons of use out of it.</p><p></p><p>A previous poster pointed out the "generic" feel of GURPS. This is a real danger, particularly if you allow the players to create their own Powers and martial arts. If someone creates a power, they may just say that it is a 3d Flaming Jet attack, with a continuing damage effect. On the other hand, if someone has Al-Rahim's Flaming Sword of Ruin (which just also happens to be a 3d Flaming Jet attack with a continuing damage effect), the "generic" feel tends to go away. Taking time to characterize Powers, effects, and Martial Techniques "in the world", as well as "in the rules" really helps GURPS feel less formulaic.</p><p></p><p>Also, with GURPS, a LOT of the work is at the "front-end". Creating Powers and Spells, statting out races, and making up Characters (and enemies) can take a LOT of time. Once you've gotten this done, however, you seem to need to refer less to the rules in play, as a lot of the rules are contained within the power or character sheet (kind of like running D&D with combat cards). Don't be discouraged by the high initial time investment.</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 4777042, member: 79271"] Echoing some things said by earlier posters: GURPS Magic is a very specific way of modeling spell-casters. You may love it (like I do), hate it, or have no use for it, as it doesn't model the way YOU want magic to work (like I do). It makes magic VERY different from D&D. GURPS Powers is a very, very good purchase. Not just for making your own magic system (which it would be excellent for), but also for suggestions on how to do tons of different effects (poisons, auras, transformations). I can see any GM in a magical world getting tons of use out of it. A previous poster pointed out the "generic" feel of GURPS. This is a real danger, particularly if you allow the players to create their own Powers and martial arts. If someone creates a power, they may just say that it is a 3d Flaming Jet attack, with a continuing damage effect. On the other hand, if someone has Al-Rahim's Flaming Sword of Ruin (which just also happens to be a 3d Flaming Jet attack with a continuing damage effect), the "generic" feel tends to go away. Taking time to characterize Powers, effects, and Martial Techniques "in the world", as well as "in the rules" really helps GURPS feel less formulaic. Also, with GURPS, a LOT of the work is at the "front-end". Creating Powers and Spells, statting out races, and making up Characters (and enemies) can take a LOT of time. Once you've gotten this done, however, you seem to need to refer less to the rules in play, as a lot of the rules are contained within the power or character sheet (kind of like running D&D with combat cards). Don't be discouraged by the high initial time investment. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Advice on using GURPs to replace 4E?
Top