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From 4E to GURPS: D&D and Simulationism
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<blockquote data-quote="DragoonLance" data-source="post: 4775692" data-attributes="member: 76135"><p>This. That and many other reasons that have mirrored many people's complaints of D&D 3e is why I am dragging my group away from GURPS into D&D 4e. I'm tired of building a big bad NPC for hours in the GUPRS character creation system for a PC to "one shot kill" with a master strike to the eye. I'm tired of characters that manage to be everywhere in the same combat (the biggest complainer about moving to a grid based combat happens to be that player...) </p><p></p><p>Basically as many other people has stated, the move to 4e D&D has made GMing fun again for me personally, and I think the players will really like it once they figure out they can do more than just hit the same monster until it goes down, or in some cases always stabbing for the eyes. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> I know my player than almost always plays a blademaster ranger type is excited about the powers such as "hit and run." It's what she always envisioned her character doing, while she generally ends up doing nothing in GURPS thanks to the magic/range heavy players and low hit points on monsters.</p><p></p><p>I can understand some people's need for "simulation" in RPG, but after GMing GURPS for years I think (especially in their 4e) the simulation is inherently flawed, which just makes it a different type of game for the players to try and manipulate. I would rather go with a system that is blatantly gamey but is far more balanced in the long run.</p><p></p><p>One of my other big gripes with GURPS is the lack of character development. Sure you can earn points, but this amounts to roughly 2x advantages or +2 stat (or buying off a disadvantage) in a YEAR OF PLAY (playing 4-6 hours every other weekend!) It's easier to build a new character instead, which was the same problem I had with Palladium systems. Sure it had leveling, but the gains were so minor as to be worthless when you could just build a far better lvl 1 character from a newer book. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p>Also, while GURPS has plenty of material available, most of it is background or so vague you really have to spend alot of time developing every session. As the kind of GM than is really bad at improv, this means that GURPS is a huge drain on my free time, as opposed to D&D where I can use the 4e monster manual or even the tons of 3e material (locations, dungeons, characters etc.) and then populate it with monsters that will be a challenge but not too tough or too easy, or build my own in about 10 minutes. I have the older GURPS monster books but the system has changed enough that I might as well rebuild them from scratch as GURPS 4e uses far different math for attacks and defence than the older material.</p></blockquote><p></p>
[QUOTE="DragoonLance, post: 4775692, member: 76135"] This. That and many other reasons that have mirrored many people's complaints of D&D 3e is why I am dragging my group away from GURPS into D&D 4e. I'm tired of building a big bad NPC for hours in the GUPRS character creation system for a PC to "one shot kill" with a master strike to the eye. I'm tired of characters that manage to be everywhere in the same combat (the biggest complainer about moving to a grid based combat happens to be that player...) Basically as many other people has stated, the move to 4e D&D has made GMing fun again for me personally, and I think the players will really like it once they figure out they can do more than just hit the same monster until it goes down, or in some cases always stabbing for the eyes. :hmm: I know my player than almost always plays a blademaster ranger type is excited about the powers such as "hit and run." It's what she always envisioned her character doing, while she generally ends up doing nothing in GURPS thanks to the magic/range heavy players and low hit points on monsters. I can understand some people's need for "simulation" in RPG, but after GMing GURPS for years I think (especially in their 4e) the simulation is inherently flawed, which just makes it a different type of game for the players to try and manipulate. I would rather go with a system that is blatantly gamey but is far more balanced in the long run. One of my other big gripes with GURPS is the lack of character development. Sure you can earn points, but this amounts to roughly 2x advantages or +2 stat (or buying off a disadvantage) in a YEAR OF PLAY (playing 4-6 hours every other weekend!) It's easier to build a new character instead, which was the same problem I had with Palladium systems. Sure it had leveling, but the gains were so minor as to be worthless when you could just build a far better lvl 1 character from a newer book. :confused: Also, while GURPS has plenty of material available, most of it is background or so vague you really have to spend alot of time developing every session. As the kind of GM than is really bad at improv, this means that GURPS is a huge drain on my free time, as opposed to D&D where I can use the 4e monster manual or even the tons of 3e material (locations, dungeons, characters etc.) and then populate it with monsters that will be a challenge but not too tough or too easy, or build my own in about 10 minutes. I have the older GURPS monster books but the system has changed enough that I might as well rebuild them from scratch as GURPS 4e uses far different math for attacks and defence than the older material. [/QUOTE]
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