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GURPS 3e vs 4e
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<blockquote data-quote="Jürgen Hubert" data-source="post: 3309299" data-attributes="member: 7177"><p>Not much. Well, the Vehicles stuff will get a major overhaul, but most other things port over fairly well. Don't expect to end up with the same point totals, though.</p><p></p><p>The Update File can be found <a href="http://www.sjgames.com/gurps/resources/4eupdate.pdf" target="_blank">here</a>.</p><p></p><p></p><p></p><p>In my opinion, pretty much all of the major annoyances of the old edition were removed. Some highlights:</p><p></p><p>- Attributes now cost a flat amount of points per level. 10/level for ST and HT, and 20/level for DX and IQ. That makes min-maxing attributes a lot more difficult.</p><p></p><p>- Though there are still differences between easy, average, hard and very hard skills, they now all have an identical point progression, whatever attribute they are based on: 1 point for the first level, 2 for the second, 4 for the third, and +4 for every additional level.</p><p></p><p>- A reworking of the costs of Damage Resistance and Extra Hit Points that make more sense.</p><p></p><p>- All Advantages and Disadvantages are now in the Basic Set, including supernatural and really weird ones. Two stand out: Innate Attack, which finally allows you to model any kind of damaging attack, and Affliction, which allows for all kinds of other neat effects.</p><p></p><p>- There is an all-new system for creating new, united groups of "powers". Some examples are given in the Basic Set as the new psionic powers, but to really understand how flexible this system is and what you can do with it you should take a look at GURPS Powers. I normally dislike "crunchy" RPG books, but this book is sheer brilliance.</p><p></p><p>- The whole system has also been reworked so that it works well for more cinematic or high-point games. Characters with 300-400 points shouldn't be too troublesome now.</p><p></p><p></p><p>Really, I think the new edition is just an all-around improvement over the old (which already was pretty good). But if you have more specific questions, don't hesitate to ask!</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 3309299, member: 7177"] Not much. Well, the Vehicles stuff will get a major overhaul, but most other things port over fairly well. Don't expect to end up with the same point totals, though. The Update File can be found [URL=http://www.sjgames.com/gurps/resources/4eupdate.pdf]here[/URL]. In my opinion, pretty much all of the major annoyances of the old edition were removed. Some highlights: - Attributes now cost a flat amount of points per level. 10/level for ST and HT, and 20/level for DX and IQ. That makes min-maxing attributes a lot more difficult. - Though there are still differences between easy, average, hard and very hard skills, they now all have an identical point progression, whatever attribute they are based on: 1 point for the first level, 2 for the second, 4 for the third, and +4 for every additional level. - A reworking of the costs of Damage Resistance and Extra Hit Points that make more sense. - All Advantages and Disadvantages are now in the Basic Set, including supernatural and really weird ones. Two stand out: Innate Attack, which finally allows you to model any kind of damaging attack, and Affliction, which allows for all kinds of other neat effects. - There is an all-new system for creating new, united groups of "powers". Some examples are given in the Basic Set as the new psionic powers, but to really understand how flexible this system is and what you can do with it you should take a look at GURPS Powers. I normally dislike "crunchy" RPG books, but this book is sheer brilliance. - The whole system has also been reworked so that it works well for more cinematic or high-point games. Characters with 300-400 points shouldn't be too troublesome now. Really, I think the new edition is just an all-around improvement over the old (which already was pretty good). But if you have more specific questions, don't hesitate to ask! [/QUOTE]
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