DND Gurps....


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Ugh. Let's hope not. GURPS is the one system I've walked away from. It thoroughly turns me off. The less borrowed from it, the better. On the other hand... if WotC wanted to trade SJG Forgotten Realms for some of the nifty mechanics-lite GURPS setting books (or just a wooden nickel), I wouldn't complain one bit. Put the two steaming piles into one.

That said, if they wanted to borrow some of the modularity of Hero, that'd be okay. Just don't confuse modularity (use or don't use hit locations, knockback, etc.) for a point buy system.
 

I thought WotC was copying World of Synnibarr. :p

I do like the modularity and toolkit nature of GURPS and Herosystem. I'm a big fan. Not sure if WotC is going to go this route though.
 

I've played GURPS and I believe the system is pretty good but the presentation of the system is terrible. It is so chaotically organized that it is a mess of confusion whereas if some thought had been put into it, it could be very well presented and thus easy to use.

D&D now suffers from this chaos in the too many add-ons and ways of doing things which are so similar that they need not be treated as completely different things (skills, feats, spells, powers, rituals, abilities, etc.).
 


If they do D&D GURPS (or D&D Hero), I won't buy it. Don't get me wrong; I like both. But GURPS and Hero already do what they do well. There is no way that the design team could do that and make it work as well on the first cut.

Moreover, the point of GURPS and Hero is to be a generic system--to allow you to play anything in the style of GURPS or Hero. D&D doesn't have that goal--it wants to let you play D&D--in a lot of different styles. So the modular options to let you play different kinds of D&D are necessarily going to be significantly different than the kinds of things that GURPS and Hero do anyway. There'll be some surface similarities--and maybe a handful of deeper similarities--simply because there are only so many ways to make a tabletop game modular. But modular to change styles is different than modular to change settings.
 

So is this edition with all the customization going to be WOTC's version of GURPS? That is what this appears to be coming down to.
While the degree of modularity being tossed around might make it as complex as GURPS (which is saying something), GURPS is a multi-genre system, you would never use all the GURPS world-books at once. 5e is still, I assume, going to be an FRPG. So, however complex it turns out to be, it should be more focused and unified, at least in the sense of how it treats genre.
 


I have the exact opposite opinion :cool:

I find the presentation extremely intuitive and smart but the system is painfully lame.


In fairness to the game system, the GURPS materials I used are presently at least ten years old and it is very possible that a new, properly organized version has been released.
 

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