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Can somebody Explain Gurps?
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<blockquote data-quote="WizarDru" data-source="post: 1924402" data-attributes="member: 151"><p>Your example is out-of-date. Size, speed and range all use the same simple table, now. It's all simple addition and subtraction, based on the situation, and it's not much different that the standard d20 calculations. Check the <a href="http://www.sjgames.com/gurps/lite/gurpslite.pdf" target="_blank">GURPS lite PDF</a> for details. I'd say it's on a par with d20 ranged combat, frankly, except that GURPS encourages slower ranged combat. The biggest difference is that those numbers are precomputed into d20 via the AC penalties for size, and all penalties/bonuses are 100% on all the time. That's great for speed, but some folks don't enjoy the lack of verisimilitude such a system is prone to. </p><p> </p><p> For example, some of my players are fencers....the D&D rules (or lack thereof) concerning parrying and some of the simplified combat options bother them. GURPS supports such options in a much better capacity, IMHO...but often at the sacrifice of simplicity.</p><p> </p><p> The claim that GURPS used dozens of different rules systems for each advantage and skill is stretching things somewhat, but it's not wrong. The 4th edition was meant to address that very problem. However, I should point out that all of the rules in the various rulebooks were never meant to be compatabile, just adhere to a baseline. GURPS Japan, GURPS Aztec and GURPS Russia were never meant to be completely interchangeable with GURPS Voodoo, GURPS Celtic Myth and GURPS Lensman. But as I said, it's an overstatemnt to say there was no internal consistency...many disadvantages gave fairly simple rules to follow them, and some had no direct mechanic...because one wasn't needed. If you're color blind, then there's no roll to make...you're just color blind. If you're ansomic, you don't roll to see if you suddenly gained a sense of smell or taste. The real disconnects happened between supplements.</p><p> </p><p> Mind you, I don't have any desire to leave d20 for GURPS. I left it for d20, and have no desire to return....but it's nice to know it's still there. I ran a 10 year Fantasy game, 8 year Supers game, 4 year Anime game (before the term was mainstream), a cross-time game, a Cthulu game, a 4 year Japan game and several others in GURPS. Like d20, it's a fairly modular system that allows you to use more or less detail, as you desire. Or at least, it did. I'm not that up on 4e, so take what I say with the proverbial grain of salt.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 1924402, member: 151"] Your example is out-of-date. Size, speed and range all use the same simple table, now. It's all simple addition and subtraction, based on the situation, and it's not much different that the standard d20 calculations. Check the [url="http://www.sjgames.com/gurps/lite/gurpslite.pdf"]GURPS lite PDF[/url] for details. I'd say it's on a par with d20 ranged combat, frankly, except that GURPS encourages slower ranged combat. The biggest difference is that those numbers are precomputed into d20 via the AC penalties for size, and all penalties/bonuses are 100% on all the time. That's great for speed, but some folks don't enjoy the lack of verisimilitude such a system is prone to. For example, some of my players are fencers....the D&D rules (or lack thereof) concerning parrying and some of the simplified combat options bother them. GURPS supports such options in a much better capacity, IMHO...but often at the sacrifice of simplicity. The claim that GURPS used dozens of different rules systems for each advantage and skill is stretching things somewhat, but it's not wrong. The 4th edition was meant to address that very problem. However, I should point out that all of the rules in the various rulebooks were never meant to be compatabile, just adhere to a baseline. GURPS Japan, GURPS Aztec and GURPS Russia were never meant to be completely interchangeable with GURPS Voodoo, GURPS Celtic Myth and GURPS Lensman. But as I said, it's an overstatemnt to say there was no internal consistency...many disadvantages gave fairly simple rules to follow them, and some had no direct mechanic...because one wasn't needed. If you're color blind, then there's no roll to make...you're just color blind. If you're ansomic, you don't roll to see if you suddenly gained a sense of smell or taste. The real disconnects happened between supplements. Mind you, I don't have any desire to leave d20 for GURPS. I left it for d20, and have no desire to return....but it's nice to know it's still there. I ran a 10 year Fantasy game, 8 year Supers game, 4 year Anime game (before the term was mainstream), a cross-time game, a Cthulu game, a 4 year Japan game and several others in GURPS. Like d20, it's a fairly modular system that allows you to use more or less detail, as you desire. Or at least, it did. I'm not that up on 4e, so take what I say with the proverbial grain of salt. [/QUOTE]
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