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GURPS vs. Harp
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<blockquote data-quote="Conaill" data-source="post: 2056728" data-attributes="member: 1264"><p>Sorry, can't give you too much of a comparison between GURPS and HARP, because I'm not familiar with the latter. I have played a lot of GURPS and d20 though, and i do prefer GURPS vastly better, for all the reasons you mentioned and then some. Congratulations on having seen the light! <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><p></p><p><em>Combat looks like it might be slower</em></p><p></p><p>Depends how you look at it. D&D combat rounds often take a *lot* more time than the typical GURPS combat round. GURPS IMHO is much more streamlined, but it does use a finer grained round system. I love the flexibility though! Many combat maneuvers for which d20 nonsensically requires a feat (such as parrying) are available to any character in GURPS. </p><p></p><p>In the end, this is something you'll have to try for yourself. Personally, I prefer GURPS combat.</p><p></p><p><em>Automatic failure on a skill check (3d6) role of 17 or 18</em></p><p></p><p>No big deal. An 18 is a chance of 1 in 218 - that's similar to rolling a "1" on a d20, and then rolling "1" or "2" on the confirmation roll. 17's are three times more likely (1-6 on confirmation roll), but if I remember correctly they only count as a regular failure if your skill is high enough.</p><p></p><p><em>May be too generic to best reflect the flavor of D&D style fantasy</em></p><p></p><p>Hey, if you <em>want</em> to play D&D, play D&D! I would rather say that D&D is too rigid to play anything but D&D-style fantasy. In particular, it is *much* harder to play a gritty, low-magic campaign in D&D. D&D is a pretty poor match if you're trying to fit 95% or more of fantasy literature.</p></blockquote><p></p>
[QUOTE="Conaill, post: 2056728, member: 1264"] Sorry, can't give you too much of a comparison between GURPS and HARP, because I'm not familiar with the latter. I have played a lot of GURPS and d20 though, and i do prefer GURPS vastly better, for all the reasons you mentioned and then some. Congratulations on having seen the light! ;) [i]Combat looks like it might be slower[/i] Depends how you look at it. D&D combat rounds often take a *lot* more time than the typical GURPS combat round. GURPS IMHO is much more streamlined, but it does use a finer grained round system. I love the flexibility though! Many combat maneuvers for which d20 nonsensically requires a feat (such as parrying) are available to any character in GURPS. In the end, this is something you'll have to try for yourself. Personally, I prefer GURPS combat. [i]Automatic failure on a skill check (3d6) role of 17 or 18[/i] No big deal. An 18 is a chance of 1 in 218 - that's similar to rolling a "1" on a d20, and then rolling "1" or "2" on the confirmation roll. 17's are three times more likely (1-6 on confirmation roll), but if I remember correctly they only count as a regular failure if your skill is high enough. [i]May be too generic to best reflect the flavor of D&D style fantasy[/i] Hey, if you [i]want[/i] to play D&D, play D&D! I would rather say that D&D is too rigid to play anything but D&D-style fantasy. In particular, it is *much* harder to play a gritty, low-magic campaign in D&D. D&D is a pretty poor match if you're trying to fit 95% or more of fantasy literature. [/QUOTE]
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