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From 4E to GURPS: D&D and Simulationism
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<blockquote data-quote="Herobizkit" data-source="post: 4775196" data-attributes="member: 36150"><p>I left the reams of AD&D2 for GURPS for a while. I really enjoyed the free-form ability to create any genre of game using the same rules. Palladium tried, and the same issues that occurred with Palladium occurred with GURPS, and occured with 3.x product glut - too many alternate rules and options that weren't measured against onoe another for "balance". </p><p></p><p>Normally, I'm an advocate against the concept of balance... the DM's job is to find balance in the rules and present his game and vision using said rules... but GURPS makes more too much prepwork for little return. Sure, there are shortcuts, as in all games, but for the most part, the prep time was too much for me as a GM.</p><p></p><p>As a Player, I started my GURPS experience in a low-fantasy game. It was by far and away the polar opposite of my D&D experience to date. I tried to re-create a Bard-type character and ended up with a half-elf who got bossed around and assumed too much. Hit locations, weapons snapping when hitting larger weapons, one-hit kills no matter how good you are, "slow" magic (in GURPS, each round is 1 second long and many spells have to be "charged" for up to 3 seconds to reach maximum efficiency) and an overall too-realistic and un-heroic feel to the game.</p><p></p><p>When 3e was released, I had abandoned GURPS for an easier, self-contained ruleset that seemed more heroic and familair to me.</p><p></p><p>As for 4e, I have yet to read any of the rulebooks.</p><p></p><p>IMXP, GURPS is a far better rule set to use with any genre EXCEPT Heroic Fantasy. But in truth, you get out of GURPS what you put into it and then some, so take that into consideration. If they re-release (or have included) the Rules Compendium 1 and 2 for GURPS 4e, get 'em... they're just like the 3e Unearthed Arcana and DMG2, respectively.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 4775196, member: 36150"] I left the reams of AD&D2 for GURPS for a while. I really enjoyed the free-form ability to create any genre of game using the same rules. Palladium tried, and the same issues that occurred with Palladium occurred with GURPS, and occured with 3.x product glut - too many alternate rules and options that weren't measured against onoe another for "balance". Normally, I'm an advocate against the concept of balance... the DM's job is to find balance in the rules and present his game and vision using said rules... but GURPS makes more too much prepwork for little return. Sure, there are shortcuts, as in all games, but for the most part, the prep time was too much for me as a GM. As a Player, I started my GURPS experience in a low-fantasy game. It was by far and away the polar opposite of my D&D experience to date. I tried to re-create a Bard-type character and ended up with a half-elf who got bossed around and assumed too much. Hit locations, weapons snapping when hitting larger weapons, one-hit kills no matter how good you are, "slow" magic (in GURPS, each round is 1 second long and many spells have to be "charged" for up to 3 seconds to reach maximum efficiency) and an overall too-realistic and un-heroic feel to the game. When 3e was released, I had abandoned GURPS for an easier, self-contained ruleset that seemed more heroic and familair to me. As for 4e, I have yet to read any of the rulebooks. IMXP, GURPS is a far better rule set to use with any genre EXCEPT Heroic Fantasy. But in truth, you get out of GURPS what you put into it and then some, so take that into consideration. If they re-release (or have included) the Rules Compendium 1 and 2 for GURPS 4e, get 'em... they're just like the 3e Unearthed Arcana and DMG2, respectively. [/QUOTE]
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