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Can I get an opinion of GURPS?
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<blockquote data-quote="haiiro" data-source="post: 772726" data-attributes="member: 1891"><p>Definitely more grim 'n' gritty than d20. I don't have d20 Modern, but I'd assume the same holds true (GURPS is grittier).</p><p></p><p>The best part about GURPS for me has always been the character generation. With the basic set and Compendium I, you can do just about anything with your character, and most of the CC system is pretty solid. I strongly dislike that there are only 4 stats, but others enjoy that aspect of the game; YMMV. Also, the supplements are generally very well done, with tons of rules-free material, decent/good writing and great indexes.</p><p></p><p>On the downside, I've always hated GURPS combat. To me it feels clunky and counter-intuitive, but there are a lot of options available. How well it would work for a WWII game depends on your play style and tolerance for potentially cumbersome combat.</p><p></p><p>You might want to check out <a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=43766:">this recent thread on game balance in GURPS</a> for other opinions. One thing that comes up there is that the CC system leans heavily towards attributes over skills -- it's <em>much</em> better to boost certain stats during CC, as you reap disproportionate benefits in the skills department.</p><p></p><p>For what it's worth, I've been a GURPS fan for a long time, and I own a healthy amount of GURPS books -- but I almost never play it (haven't in years). I prefer to use it's robust CC and background info as inspiration for other games and designs.</p><p></p><p>Edit: typo.</p></blockquote><p></p>
[QUOTE="haiiro, post: 772726, member: 1891"] Definitely more grim 'n' gritty than d20. I don't have d20 Modern, but I'd assume the same holds true (GURPS is grittier). The best part about GURPS for me has always been the character generation. With the basic set and Compendium I, you can do just about anything with your character, and most of the CC system is pretty solid. I strongly dislike that there are only 4 stats, but others enjoy that aspect of the game; YMMV. Also, the supplements are generally very well done, with tons of rules-free material, decent/good writing and great indexes. On the downside, I've always hated GURPS combat. To me it feels clunky and counter-intuitive, but there are a lot of options available. How well it would work for a WWII game depends on your play style and tolerance for potentially cumbersome combat. You might want to check out <a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=43766:">this recent thread on game balance in GURPS</a> for other opinions. One thing that comes up there is that the CC system leans heavily towards attributes over skills -- it's [i]much[/i] better to boost certain stats during CC, as you reap disproportionate benefits in the skills department. For what it's worth, I've been a GURPS fan for a long time, and I own a healthy amount of GURPS books -- but I almost never play it (haven't in years). I prefer to use it's robust CC and background info as inspiration for other games and designs. Edit: typo. [/QUOTE]
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