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Can I get an opinion of GURPS?
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<blockquote data-quote="Mortaneus" data-source="post: 773853" data-attributes="member: 485"><p>I've been GMing both D&D and GURPS for years. A few points to consider:</p><p></p><p>-D&D is MUCH better at epic level play (I don't mean lvl 20+, I mean epic style stories..of parties taking on armies, slaying dragons, that sort of thing). You try this stuff in GURPS, and you'll wind up being buried in a very small box.</p><p></p><p>-GURPS combat tends (when properly used) to avoid the hit-point contest nature of D&D. It greatly rewards taking chances, but being smart about it. Cover is REALLY important. So are good tactics. If you try wading in and going toe-to-toe with your enemy, expect to die.</p><p></p><p>-GURPS has practically NO unstoppable attacks. Defenders almost always get a roll, unless caught off guard. It's quite difficult to put together instant-unstoppable-death combos like it is in D&D.</p><p></p><p>-GURPS is extremely modular. It does result in more work from the GM, but at the same time, it's quite easy for a GM to tailor things to the level of complexity they prefer.</p><p></p><p>-If you use hit locations, GURPS combat becomes very visual. You can picture each blow, parry, and block, because each has distinct game effects, and were rolled seperately. Nothing abstract about it at all.</p><p></p><p>-One second combat rounds might seem short, but when you get a group that understands the system well, combat is greased lightning fast. Frankly, you can't really DO much in a single round of combat, meaning planning and tactics becomes quite important. Setting yourself up in a vital location to take advantage of an opening later in the fight can be devistating to the opposition. Proper use of combat options (such as when to feint, withdraw, press forward, all-out attack, etc) and raw skill on the part of the combatants decides a fight much more than one side having better stuff, or being able to toss bigger booms.</p><p></p><p>-Yes, IQ and DX are the god-stats. Expect to see characters with these two stats being higher than their HT and ST. The sole exception is the Fighter/tank. Armor them up, load them down with ST and HT, and they are nearly unkillable unless overwhelmed.</p><p></p><p>-TECH IS DANGEROUS. The moment you put gunpowder into the mix (TL5+), people start dying really fast. When you go to ultra-tech (TL8+), expect to see a lot of instant deaths. It is, however, 'realistic' in that if someone gets shot through the chest with a high-powered particle beam cannon, they tend to die pretty messily.</p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>BTW, GURPS Illuminati University (IOU) is the single best setting I've ever seen, for any system, bar-none. It's simply brilliant. Buy the book. Read it. Even if you don't play it, it's worth every penny.</p></blockquote><p></p>
[QUOTE="Mortaneus, post: 773853, member: 485"] I've been GMing both D&D and GURPS for years. A few points to consider: -D&D is MUCH better at epic level play (I don't mean lvl 20+, I mean epic style stories..of parties taking on armies, slaying dragons, that sort of thing). You try this stuff in GURPS, and you'll wind up being buried in a very small box. -GURPS combat tends (when properly used) to avoid the hit-point contest nature of D&D. It greatly rewards taking chances, but being smart about it. Cover is REALLY important. So are good tactics. If you try wading in and going toe-to-toe with your enemy, expect to die. -GURPS has practically NO unstoppable attacks. Defenders almost always get a roll, unless caught off guard. It's quite difficult to put together instant-unstoppable-death combos like it is in D&D. -GURPS is extremely modular. It does result in more work from the GM, but at the same time, it's quite easy for a GM to tailor things to the level of complexity they prefer. -If you use hit locations, GURPS combat becomes very visual. You can picture each blow, parry, and block, because each has distinct game effects, and were rolled seperately. Nothing abstract about it at all. -One second combat rounds might seem short, but when you get a group that understands the system well, combat is greased lightning fast. Frankly, you can't really DO much in a single round of combat, meaning planning and tactics becomes quite important. Setting yourself up in a vital location to take advantage of an opening later in the fight can be devistating to the opposition. Proper use of combat options (such as when to feint, withdraw, press forward, all-out attack, etc) and raw skill on the part of the combatants decides a fight much more than one side having better stuff, or being able to toss bigger booms. -Yes, IQ and DX are the god-stats. Expect to see characters with these two stats being higher than their HT and ST. The sole exception is the Fighter/tank. Armor them up, load them down with ST and HT, and they are nearly unkillable unless overwhelmed. -TECH IS DANGEROUS. The moment you put gunpowder into the mix (TL5+), people start dying really fast. When you go to ultra-tech (TL8+), expect to see a lot of instant deaths. It is, however, 'realistic' in that if someone gets shot through the chest with a high-powered particle beam cannon, they tend to die pretty messily. 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. BTW, GURPS Illuminati University (IOU) is the single best setting I've ever seen, for any system, bar-none. It's simply brilliant. Buy the book. Read it. Even if you don't play it, it's worth every penny. [/QUOTE]
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