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Dark Sun: What System would you use?
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<blockquote data-quote="Argyle King" data-source="post: 5500265" data-attributes="member: 58416"><p>The main thing which might throw you for a loop with GURPS is that there are no levels in the sense that D&D has levels. Yes, you do have character points, but CP aren't always a good measure of strength. For example, the 100 point man-at-arms is going to (probably) mop the floor with the 300 point investment banker.</p><p> </p><p>Also, GURPS combat tends to be a little more gritty than D&D. This is mainly because HP is less abstract in GURPS. Unlike D&D where my character fights exactly the same at full HP as he does at 1 HP, GURPS HP does measure damage... what I mean is that a GURPS character is at different levels of vitality at full HP, 1/3 HP, and etc.</p><p> </p><p>However, this is mitigated by the fact that GURPS doesn't assume you will get hit. In D&D, I roll my attack; if I beat your defense number, you get hit. In GURPS, I roll my attack, and then you may choose to defend with a parry, dodge out of the way, or block with a shield.</p><p> </p><p>As for your players, what I've found is that character creation goes far far smoother if the players come up with the concept and match the mechanics to the fluff rather than trying to go through the book, pick out cool sounding advantages, and then try to tie the fluff to the already chosen mechanics. Just because you're not playing D&D doesn't mean you still can't sit everyone down and decide upon filling a role within a party. As mentioned, if it's the first time playing, what GURPS calls templates is a good idea... while they are not classes per se, templates are probably the closest thing GURPS has to what D&D defines as a class.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5500265, member: 58416"] The main thing which might throw you for a loop with GURPS is that there are no levels in the sense that D&D has levels. Yes, you do have character points, but CP aren't always a good measure of strength. For example, the 100 point man-at-arms is going to (probably) mop the floor with the 300 point investment banker. Also, GURPS combat tends to be a little more gritty than D&D. This is mainly because HP is less abstract in GURPS. Unlike D&D where my character fights exactly the same at full HP as he does at 1 HP, GURPS HP does measure damage... what I mean is that a GURPS character is at different levels of vitality at full HP, 1/3 HP, and etc. However, this is mitigated by the fact that GURPS doesn't assume you will get hit. In D&D, I roll my attack; if I beat your defense number, you get hit. In GURPS, I roll my attack, and then you may choose to defend with a parry, dodge out of the way, or block with a shield. As for your players, what I've found is that character creation goes far far smoother if the players come up with the concept and match the mechanics to the fluff rather than trying to go through the book, pick out cool sounding advantages, and then try to tie the fluff to the already chosen mechanics. Just because you're not playing D&D doesn't mean you still can't sit everyone down and decide upon filling a role within a party. As mentioned, if it's the first time playing, what GURPS calls templates is a good idea... while they are not classes per se, templates are probably the closest thing GURPS has to what D&D defines as a class. [/QUOTE]
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