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<blockquote data-quote="Jürgen Hubert" data-source="post: 2661968" data-attributes="member: 7177"><p>I love GURPS - both the system <em>and</em> its supplements. To answer your questions:</p><p></p><p>a) All in all, the system is much more cleaned up and balanced. Skill and attribute costs were streamlined, advantages and disadvantages cleaned up and modified to become more coherent, the number of damage types were reduced... It'S a big improvement. The only thing to beware of is the Giant Skill List of Doom. In the end, the GM should go through all the advantages, disadvantages, and skills and decide which are useful for his campaign and which aren't.</p><p></p><p>b) Rather smooth. I'm running a GURPS Eberron campaign right now, and it works pretty well. Yes, fights between two highly skilled opponents can get rather tedious. Just remember that highly skilled opponents are supposed to be <em>rare</em> and send larger numbers of less skilled mooks against the PCs. As long as they superior in number and do enough damage to harm the PCs, they are still a threat - even the best swordsman is in trouble if he lets himself get surrounded.</p><p></p><p>During the last session, the PCs fought five ogres, and the fight was rather spectacular. The ogres rarely hit (their low Dexterity and weapon skills saw to that - in GURPS, ST does not translate into hitting more frequently...), but they did so much damage when they actually <em>did</em> hit that the players were sweating during the whole fight.</p><p></p><p>This brings me to another issue: The injury system for GURPS. In D&D, you are basically either "alive", "dead", or in a small boundary zone where you are unconscious and dying. In GURPS, you are either "mostly healthy", "dead", or in a rather large intermediary zone where you are <em>really</em> badly injured, but still hanging on somehow and trying not to fall unconscious. Very healthy characters can struggle along for a long time, but even they will worry that sooner or later they will blow a roll and fall unconscious or even die. IMO, this causes more dramatic tension than the D&D damage system, with its rather linear hit points...</p><p></p><p>One thing I also appreciate GURPS for is that it is possible to create pretty much the character you want with far less hassle than in D&D. It doesn't have any strange effects like a very skilled diplomat being also very good in combat and capable of withstanding large amounts of injury. You can build precisely the character you want - without going beyond the core rules.</p><p></p><p>Of course, D&D has its advantages as well, or else I wouldn't play it. But this thread is about GURPS, after all... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 2661968, member: 7177"] I love GURPS - both the system [i]and[/i] its supplements. To answer your questions: a) All in all, the system is much more cleaned up and balanced. Skill and attribute costs were streamlined, advantages and disadvantages cleaned up and modified to become more coherent, the number of damage types were reduced... It'S a big improvement. The only thing to beware of is the Giant Skill List of Doom. In the end, the GM should go through all the advantages, disadvantages, and skills and decide which are useful for his campaign and which aren't. b) Rather smooth. I'm running a GURPS Eberron campaign right now, and it works pretty well. Yes, fights between two highly skilled opponents can get rather tedious. Just remember that highly skilled opponents are supposed to be [i]rare[/i] and send larger numbers of less skilled mooks against the PCs. As long as they superior in number and do enough damage to harm the PCs, they are still a threat - even the best swordsman is in trouble if he lets himself get surrounded. During the last session, the PCs fought five ogres, and the fight was rather spectacular. The ogres rarely hit (their low Dexterity and weapon skills saw to that - in GURPS, ST does not translate into hitting more frequently...), but they did so much damage when they actually [i]did[/i] hit that the players were sweating during the whole fight. This brings me to another issue: The injury system for GURPS. In D&D, you are basically either "alive", "dead", or in a small boundary zone where you are unconscious and dying. In GURPS, you are either "mostly healthy", "dead", or in a rather large intermediary zone where you are [i]really[/i] badly injured, but still hanging on somehow and trying not to fall unconscious. Very healthy characters can struggle along for a long time, but even they will worry that sooner or later they will blow a roll and fall unconscious or even die. IMO, this causes more dramatic tension than the D&D damage system, with its rather linear hit points... One thing I also appreciate GURPS for is that it is possible to create pretty much the character you want with far less hassle than in D&D. It doesn't have any strange effects like a very skilled diplomat being also very good in combat and capable of withstanding large amounts of injury. You can build precisely the character you want - without going beyond the core rules. Of course, D&D has its advantages as well, or else I wouldn't play it. But this thread is about GURPS, after all... ;) [/QUOTE]
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