Can I get an opinion of GURPS?

Hello,

Posted by GWolf:
I've read some of the GURPS light, and most of it seems pretty cool, but does it play well? Is it good from a players prespective?

It's solid, and can be quite fun, but the level of detail in the system definitely rewards skillful combat play, especially at the lower Tech Levels. Standing in one spot like a D&D Fighter and simply swing, swing, swinging away, without taking advantage of the system's combat options, can be an excellent way to get killed quickly.

Posted by GWolf:
How hard is it for a DM/GM to make adventures?

The sheer versatility of the system can make it difficult to produce "generic" modules, because there are so many possibilities to take into account, but whipping up adventures for a known party of PCs shouldn't be any harder than in most other game systems (as long as the players haven't been allowed any of the abilities that tend to complicate adventure design for any system; stuff like unrestricted time travel, precognition/retrocognition, etc. - nothing too likely to show up in a typical WWII game... :))

Posted by GWolf:
How about realsim? Is it more of a grim n gritty or more of a action arcade game?

The system is more detailed than d20; the level of realism can vary widely depending on which of the optional rules you want to use. The default is more realistic than d20/3E, and the combat options tend to encourage "realistic" behavior. As far as the realism of weapons data, historical data, and similar items goes, GURPS writers tend to do their homework very well indeed.

Posted by Broken Fang:
NEUTRAL:
>Magic system is not as high powered as D&D
>Uses points to cast spells, you don't have to memorize

The power level of the magic system will depend heavily on the options the GM is willing to let the players use and the number of character points they will have to use them. Advantages like Extended Magery, Extra Fatigue, and Mana Enhancer can produce suitably epic wizards; fighter-types in such campaigns will typically have access to the Weapon Master Advantage and the cinematic Martial Arts Skills and Maneuvers to balance them against the mages.

And the Unlimited Mana system (from Pyramid Magazine, and available in the reprint collection Best of Pyramid Volume 2) can be a blast - literally, if your wizard draws too much power... :D

Posted by Umbran:
On top of that, I find that GURPS combat is generally long and tedious. The gain in realism is, in my experience, achieved by sacrificing flow and speed.

Funny, that's the opposite of the usual complaint about GURPS combat - that characters die too quickly :D...

Posted by Mercule:
I can't explain it, but the next 3 hours were probably the worst gaming experience I've ever had.

Wow - cool GM, cool game world, cool fellow players, and still a bad time. That would be very unusual with ANY game system I've ever seen - so much so that I'd be tempted to chalk it up to sheer bad luck more than anything having to do with any particular game system.

Posted by Andor:
The systems flaws imo are that it was originally built around gladiatorial comabt, and the numbers start to break down once you get too far away from two guys in a pit with clubs.

There's a fair bit of truth to this. GURPS as it currently stands is fairly "crufty" - different authors in different sourcebooks chose different methods of dealing with similar problems, and while some of these concepts work very nicely (the Ritual Magic system from GURPS Voodoo and GURPS Spirits is one well-regarded example), some seem badly thought out or executed (GURPS Supers is notorious for this; many of its concepts seem to be adapted very poorly from Champions). Even the well-executed concepts can sometimes become unbalanced when slipped into game worlds other than the one they were designed for. Hopefully they'll clean a lot of this up in the much-discussed 4th Edition (currently in the "we're considering doing one" phase).

Posted by Psion:
because the GURPS Fantasy line is just bad.

Well...there were some interesting concepts (the use of real faiths was a nice touch), but the execution definitely seemed on the weak side. And the production values were nowhere near those of the lavish TSR boxed sets of the era, its main competition. Still, they were usable enough with minimal tweaking, and I've seen far worse. (Didn't care for the bizarre Fantasy 2/Mad Lands thing at all myself, though.)

Posted by mmadsen:
For instance, defense rolls are effectively against a fixed DC. Combined with the curve of 3d6, this means that skilled combatants might never land a blow (except for critical hits).

This is what the "Feint" maneuver is for. As mentioned above, the combat system is less abstracted than D&D's, and will require a certain amount of skilled use. High-skill characters will generally Feint "mooks" out of their jockstraps, and dispatch them soon after. Fights between more evenly-matched characters will be less affected by Feints, and the combatants will have to pull other tricks from their repertoires (attrition if your HP are higher, taking advantage of terrain, Luck, magic, ganging up with your buddies, etc.) to secure an edge - this is both realistic and true to typical adventure-story usage.

Posted by shadow:
there really isn't any character advancement (players just get to up skills, they can't get new powers since advantages have to be picked at the time of character creation). Since it takes so many points to increase attributes and new skills don't really give the character "kewl" new abilities or make them harder to kill, it can get really frustrating since characters really don't "advance" in any sense of the word.

This isn't quite accurate. There are many Advantages that can be picked up after character creation (Literacy, many social Advantages, Wealth, and others). And new skills can easily give characters "kewl" new abilites (most dramatically with magic spells), and make them harder to kill (just cranking up any weapon skill will increase the chance of Parrying with the weapon). Maneuvers of the sort found in GURPS Martial Arts and GURPS Swashbucklers can provide interesting new combat capabilities with fairly small point expenditures, while for those with the patience to save up XP for a while, there are always the Trained by a Master and Weapon Master Advantages... :)

Posted by Mortaneus:
GURPS does Middle-earth, for instance, much better than D&D does. D&D, however, crushes GURPS when used for epic gaming in the spirit of the Roman/Greek/Norse/Arthurian stories. It's just a matter of choosing the right tool for the job.

I was mostly with you there up until you said "Arthurian" :). GURPS Camelot and GURPS Celtic Myth were both excellent supplements, and magic in the Arthurian stories seems more subtle and GURPS-ish than the flashy invocations and combat-spells of D&D - it's a Fighter's world, no doubt about it. :)

Hope this helps! :)
 

log in or register to remove this ad

Everyone says that GURPS = realistic, but I don't know. Isn't it actually next to impossible to kill anyone with one bullet because of the blow-through rule?

IMO people usually tend to mix up complicated vs. realistic. GURPS really aims for the realistic, but how does it really succeed?
 

Re

Everyone says that GURPS = realistic, but I don't know. Isn't it actually next to impossible to kill anyone with one bullet because of the blow-through rule?

IMO people usually tend to mix up complicated vs. realistic. GURPS really aims for the realistic, but how does it really succeed?

It is next too impossible to kill anyone by continually shooting them in the leg, arms or hands. I believe the chest and head on the other hand don't have a limit on blowthrough.

It is also incredibly easy to become disabled or stunned in GURPS as well. One bad hit and you will most likely be in shock for most of the combat.

It is incredibly easy to die in GURPS. The only system I use for modern campaigns is GURPS. Firearms are very deadly.
 
Last edited:

I like GURPS -- especially for modern or future settings. The big drawback that I see is that there are only 4 stats -- I like seeing willpower and intelligence as seperate stats.

OfficeRonin
 

I can't compare Gurps to D20 Modern(which don't own or play) but If you like Gurps I would recommend you check out Hero System then, it and Gurps are very similar, but Hero is like a more advanced version. Nice thing I find is you can still use the Gurps Sourcebooks quite easily since the sytems are so close to each other.
 
Last edited:

>Well I've played GURPS for a long time, so I'll chime in my >opinion. The advantage of GURPS are the custom built >characters.

This is what attracted me to GUPRS in the days of 2e. Now with 3e having given PC's a bit more flexilibilty. GURPS isn't so much on my list of games that I'm playing.

I have to agreed what most of what has been said. I like GURPS for the get hit 2 to 3 times with a gun and DIE. With d20 modern and a high fort save that isn't likley. But I'm still a d20 player and DM.

No system is perfect as mentioned before I too love the GURPS sourcebooks for their diverse nature and GURPS traveller happens to be my favorite setting for that game.

The bottom line...Pick up the book as you did at this point and check it out for yourself...

All IMHO...

Mike
 

Numion said:
Everyone says that GURPS = realistic, but I don't know. Isn't it actually next to impossible to kill anyone with one bullet because of the blow-through rule?

IMO people usually tend to mix up complicated vs. realistic. GURPS really aims for the realistic, but how does it really succeed?

A vitals shot is only a -3 penalty, and bullet attacks do x3 damage to it, with a max of HTx3 blowthrough. That's at least 3 death checks, right there.

True, the torso has a max blowthrough of HT, but, then again, that's like getting shot in the shoulder. You're not going to kill someone with it, though you'll probably mess them up pretty badly.

Of course, if you're good, aim for the brain. Quadruple damage, no max blowthrough...the brain is where it's at.
 

Feint Analysis

This is what the "Feint" maneuver is for. As mentioned above, the combat system is less abstracted than D&D's, and will require a certain amount of skilled use. High-skill characters will generally Feint "mooks" out of their jockstraps, and dispatch them soon after. Fights between more evenly-matched characters will be less affected by Feints, and the combatants will have to pull other tricks from their repertoires (attrition if your HP are higher, taking advantage of terrain, Luck, magic, ganging up with your buddies, etc.) to secure an edge - this is both realistic and true to typical adventure-story usage.
I haven't done the math myself, but someone has, and I remember his conclusion was that feinting does not help. You're better off taking the opportunity to attack instead -- and hope for a critical hit against a high-defense foe.
 

On paper, it is a beautiful system.

In practice it has alot of serious problems, most of which have already been mentioned.

It doesn't scale well. No system scales perfectly (D20 for example), but GURPS becomes problamatic much sooner.

It is just good enough to provoke an infinite barrage of house rules, yet it has never been extensively revised. No attempt has ever been made to slow down the rules bloat and trim the fat; instead, it offers up a buffet of rules for everyone. The result is as horribly inelegant as 1st Ed. D&D at its worst, and is no where as simple of a system. I found I was spending dozens of hours rewriting and compiling rules. Equally as bad is the sourcebook nature of GURPS means that 'core' rules for your campaign can be scattered across an obscene amount of material. If you are the type that is borrowing feats/classes/rules from 20 third party publications for D20, then you have some idea of the problem.

For an example of a rules set that takes into account most of the problems that will eventually annoy you with GURPS, look up GULLIVER on a search engine. There you have a fix to most of the worst problems, but the ammount of time required to convert over to such a system entirely is prohibitive, plus you are left with a volumous tome of rule changes.

It's an old system and its really in need of a house cleaning in the same way D&D was before 3rd edition.

It takes a bit more effort to game master well. All that extra detail puts a have burden on the GM, who is forced to rely more heavily on extemporaneous decisions and plots. In effect, this reduces the utility of having such a detailed realistic system in the first place, because you have practically gone back to a system of GM fiat.

The game system is at its best in modern settings, but there it runs up against two big problems. The harsh reality of the lethality of modern weapons, and the tedium of dice rolling/resolution when a party is shooting two or three or more rounds/bursts per second.

Despite this, It would definately be my prefered system for say 16th to 21st century play, and would probably be my prefered system for most classic sci-fi settings. It makes for a decent Horror setting, which D&D struggles to achieve IMO. It could make for a decent fantasy setting under the right circumstances, but if you are going tradiational 'hack and slash' you are almost certainly better off with D20.

I like GURPS. There are alot of problems I have with D20 that GURPS doesn't have. But there are also alot of problems GURPS has that D20 doesn't.
 

Numion said:
GURPS really aims for the realistic, but how does it really succeed?

Much better than D&D, I would say!

"A six-second round really consists of a series of dodges, feints and parries, evn if you only roll one attack"

"Hitpoints are really an abstraction. A high-level character taking 10 damage may only be getting winded, it's not like he took a blow that would have felled any other man... and could take another 10 or so of those"

"Yes, an opponent may cleave into you after an AoO on your friend. That's just the rules."

Do those arguments sound familiar? They should, I see them here on the boards almost every day. :p :D
 

Remove ads

Top