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GURPS vs. Harp
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<blockquote data-quote="RFisher" data-source="post: 2054947" data-attributes="member: 3608"><p><strong>Skill based magic system, not fire and forget!</strong></p><p><strong>Magic causes fatigue</strong></p><p></p><p>The one thing that really bugged me about magic in GURPS was the DX-based "throw" skill check needed to hit with lightning bolt & similar spells.</p><p></p><p>GURPS Magic (at least the 3/e one) had lots of cool options I liked to use. It also had some alternative systems that can be good for some campaigns. I liked the Alchemy system.</p><p></p><p>GURPS Voodoo, Spirits, & Cabal had some interesting looking alternative magic systems, but I never got around to buying them.</p><p></p><p>I guess this is standard in 4/e, but if you're still playing 3/e, it's a good idea to base hits off ST & fatigue off HT. Besides the other benefits, it keeps all the wizards from being body builders.</p><p></p><p><strong>Armor as damage reduction</strong></p><p></p><p>It doesn't really matter where in the process armor gets figured in. What matters is, given all the factors, how much damage potential character A has against character B.</p><p></p><p>That said, GURPS has one of the best implementations of applying armor to the damage roll.</p><p></p><p>(Personally, I still prefer something like Rolemaster Arms Law in which "to hit" & damage are determined by a single roll. But I'm crazy.)</p><p></p><p><strong>Weapon ease of usage dependent on strength</strong></p><p></p><p>I liked the way they separated weapon skill from weapon. (You had the stats for using a staff with your sword style (with your sword skill) v. using it in normal staff style (with your staff skill).)</p><p></p><p><strong>Ease of racial templates compared to trying to sandwich a race into an EL category</strong></p><p></p><p>In 3/e, at least, the "race" books gave different costs for advantages if they were part of your race package than what the cost would be if it were just a normal advantage. I found that problematic, so I ruled that if a racial advantage was basically the same as a normal advantage, it cost the normal cost.</p><p></p><p>Possibly my favorite GURPS campaign was the one in which the GM allowed everyone to create their own race.</p><p></p><p><strong>Skill based system as opposed to levels</strong></p><p></p><p>These days GURPS skills are too narrow for my taste. (Although some people get around this with bang skills: Sword! Science!)</p><p></p><p>I find a game like Lejendary Adventures preferable. It's skills are much broader than GURPS skills yet not as broad as classes.</p><p></p><p>GURPS has levels. It just calls them a "point total" & they're much smaller than D&D levels. (You typically start at 100th level.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><strong>No assumed level of magic items necessary to meet CR of monsters</strong></p><p></p><p>Yeah. (Although, I've never found the D&D assumption that PCs would have a certain amount of magic items to be a problem, even though I tend to be very stingy with magic items.)</p><p></p><p>On the other hand, I found it more difficult to determine how much of a challenge a monster would be than it was in AD&D.</p><p></p><p><strong>Combat looks like it might be slower</strong></p><p></p><p>This is a big dilemma I had when thinking about running GURPS again. The advanced combat system with all (or, at least, most of) the options is very good & ends up creating important trade-offs between the different equipment & tactical options.</p><p></p><p>But, it's also very complex & slow to play. You can scale it back to something that plays fast, but then certain equipment & tactics suffer. (e.g. A two-handed sword almost needs all the options in play to be practical.)</p><p></p><p><strong>Automatic failure on a skill check (3d6) role of 17 or 18</strong></p><p></p><p>Yeah. Although, to me, the crit rules are even more annoying.</p><p></p><p>In the last GURPS campaign I ran, I switched to an open-ended d20 roll with no automatic failure & crits being determined by how much you made or missed the roll by. It seemed to work pretty well.</p><p></p><p>When I was considering trying GURPS again I was thinking of using something along the lines of D&D3e's crit threat/confirmation roll for failure with high skill levels & crits. (A mechanic that GURPS already used for malfunctions when using some weapons.)</p><p></p><p><strong>May be too generic to best reflect the flavor of D&D style fantasy</strong></p><p></p><p>Check out <a href="http://tailkinker.contrabandent.com/gurps.htm" target="_blank">Caverns and Creatures</a>. It's a sort of intro to GURPS for D&D players.</p><p></p><p>I think GURPS has a very different feel than D&D. (But then, when I was playing it, I wanted a different feel than AD&D.) It feels closer to real life to me than D&D does.</p><p></p><p>Also, check out <a href="http://www.io.com/~sjohn/unlimited-mana.htm" target="_blank">UMana</a>.</p></blockquote><p></p>
[QUOTE="RFisher, post: 2054947, member: 3608"] [b]Skill based magic system, not fire and forget! Magic causes fatigue[/b] The one thing that really bugged me about magic in GURPS was the DX-based "throw" skill check needed to hit with lightning bolt & similar spells. GURPS Magic (at least the 3/e one) had lots of cool options I liked to use. It also had some alternative systems that can be good for some campaigns. I liked the Alchemy system. GURPS Voodoo, Spirits, & Cabal had some interesting looking alternative magic systems, but I never got around to buying them. I guess this is standard in 4/e, but if you're still playing 3/e, it's a good idea to base hits off ST & fatigue off HT. Besides the other benefits, it keeps all the wizards from being body builders. [b]Armor as damage reduction[/b] It doesn't really matter where in the process armor gets figured in. What matters is, given all the factors, how much damage potential character A has against character B. That said, GURPS has one of the best implementations of applying armor to the damage roll. (Personally, I still prefer something like Rolemaster Arms Law in which "to hit" & damage are determined by a single roll. But I'm crazy.) [b]Weapon ease of usage dependent on strength[/b] I liked the way they separated weapon skill from weapon. (You had the stats for using a staff with your sword style (with your sword skill) v. using it in normal staff style (with your staff skill).) [b]Ease of racial templates compared to trying to sandwich a race into an EL category[/b] In 3/e, at least, the "race" books gave different costs for advantages if they were part of your race package than what the cost would be if it were just a normal advantage. I found that problematic, so I ruled that if a racial advantage was basically the same as a normal advantage, it cost the normal cost. Possibly my favorite GURPS campaign was the one in which the GM allowed everyone to create their own race. [b]Skill based system as opposed to levels[/b] These days GURPS skills are too narrow for my taste. (Although some people get around this with bang skills: Sword! Science!) I find a game like Lejendary Adventures preferable. It's skills are much broader than GURPS skills yet not as broad as classes. GURPS has levels. It just calls them a "point total" & they're much smaller than D&D levels. (You typically start at 100th level.) :) [b]No assumed level of magic items necessary to meet CR of monsters[/b] Yeah. (Although, I've never found the D&D assumption that PCs would have a certain amount of magic items to be a problem, even though I tend to be very stingy with magic items.) On the other hand, I found it more difficult to determine how much of a challenge a monster would be than it was in AD&D. [b]Combat looks like it might be slower[/b] This is a big dilemma I had when thinking about running GURPS again. The advanced combat system with all (or, at least, most of) the options is very good & ends up creating important trade-offs between the different equipment & tactical options. But, it's also very complex & slow to play. You can scale it back to something that plays fast, but then certain equipment & tactics suffer. (e.g. A two-handed sword almost needs all the options in play to be practical.) [b]Automatic failure on a skill check (3d6) role of 17 or 18[/b] Yeah. Although, to me, the crit rules are even more annoying. In the last GURPS campaign I ran, I switched to an open-ended d20 roll with no automatic failure & crits being determined by how much you made or missed the roll by. It seemed to work pretty well. When I was considering trying GURPS again I was thinking of using something along the lines of D&D3e's crit threat/confirmation roll for failure with high skill levels & crits. (A mechanic that GURPS already used for malfunctions when using some weapons.) [b]May be too generic to best reflect the flavor of D&D style fantasy[/b] Check out [url=http://tailkinker.contrabandent.com/gurps.htm]Caverns and Creatures[/url]. It's a sort of intro to GURPS for D&D players. I think GURPS has a very different feel than D&D. (But then, when I was playing it, I wanted a different feel than AD&D.) It feels closer to real life to me than D&D does. Also, check out [url=http://www.io.com/~sjohn/unlimited-mana.htm]UMana[/url]. [/QUOTE]
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