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Grade the GURPS System
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<blockquote data-quote="FormerlyHemlock" data-source="post: 9136764" data-attributes="member: 6787650"><p>I like the rules for running a game, especially fantasy games with wizards and warriors, and also for modern gunfights. Rules are in most cases well-thought out and realistic enough to make it easy to align player expectations and gameworld results: if a new player tries to stab an ogre in the eye it's difficult but possible, and if it works it has the effects they expect. None of this "<em>you can't do that because <handwave></em>" stuff.</p><p></p><p>I dislike the rules for character generation, because they either encourage min-maxing or require a detailed back-and-forth with the GM about whether a given combination of traits counts as min-maxing. Can wizards pick up Rapier Wit for 5 points for the amazing synergies it has with high IQ? If not why not? I walked away from GURPS about 10 years ago largely because of my dissatisfaction with chargen; and last year I discovered Dungeon Fantasy RPG, which fixes the issues I had with chargen by imposing additional constraints in the form of professions (i.e. classes) which restrict how you're allowed to spend your points, both by requiring you to spend points on basic archetype traits (you can't have a wizard who isn't trained in Occultism and Meditation, even if you as a player would have rather spent those points on more spells instead) and restricting which traits you're allowed to buy (you can't spend 50 points on Broadsword even if you want to, and if you're not a Knight you can't buy Shield Wall Training at all).</p><p></p><p>The end result is that DFRPG has all the things I like about GURPS (rules that are simple and sufficiently realistic to satisfy my suspension of disbelief, and easy to improv; good balance between wizards and warriors, and between swordsmen and archers) and most of the things I like about D&D too (interesting chargen; high replayability; playing through an adventure with a Knight in the party is a very different experience from not having one, and that goes for Bards, Clerics, Druids, Martial Artists, Swashbucklers, Scouts, and Wizards as well).</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 9136764, member: 6787650"] I like the rules for running a game, especially fantasy games with wizards and warriors, and also for modern gunfights. Rules are in most cases well-thought out and realistic enough to make it easy to align player expectations and gameworld results: if a new player tries to stab an ogre in the eye it's difficult but possible, and if it works it has the effects they expect. None of this "[I]you can't do that because <handwave>[/I]" stuff. I dislike the rules for character generation, because they either encourage min-maxing or require a detailed back-and-forth with the GM about whether a given combination of traits counts as min-maxing. Can wizards pick up Rapier Wit for 5 points for the amazing synergies it has with high IQ? If not why not? I walked away from GURPS about 10 years ago largely because of my dissatisfaction with chargen; and last year I discovered Dungeon Fantasy RPG, which fixes the issues I had with chargen by imposing additional constraints in the form of professions (i.e. classes) which restrict how you're allowed to spend your points, both by requiring you to spend points on basic archetype traits (you can't have a wizard who isn't trained in Occultism and Meditation, even if you as a player would have rather spent those points on more spells instead) and restricting which traits you're allowed to buy (you can't spend 50 points on Broadsword even if you want to, and if you're not a Knight you can't buy Shield Wall Training at all). The end result is that DFRPG has all the things I like about GURPS (rules that are simple and sufficiently realistic to satisfy my suspension of disbelief, and easy to improv; good balance between wizards and warriors, and between swordsmen and archers) and most of the things I like about D&D too (interesting chargen; high replayability; playing through an adventure with a Knight in the party is a very different experience from not having one, and that goes for Bards, Clerics, Druids, Martial Artists, Swashbucklers, Scouts, and Wizards as well). [/QUOTE]
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