DungeonMaester said:
Thanks every one for the post.
As I said before, I had Downloaded Gurps lite, however, I do not find it that impressive because it focuses mainly on the rules and does not give to many options for character creation. However, I am not going to judge gurps based of this blurp.
Well, GURPS Lite focuses on mundane humans for space reasons. With the full Basic Set, you can create pretty much
any character you can imagine. From mundane humans to dragons to immortal spirits to talking animals to sapient artificial intelligences with multiple robot bodies... the list is inexhaustible. Basically, if you know what your character should be able to do and you have enough character points for the concept, you can create it.
Another aspect of games they did not like, was the inability to have a large amount of control when customizing characters. Most games made the Pcs feel like cookie cutters only having a single set of abilites, although I personally thought that skills made two of the same class very different, along with equipment.
With GURPS, you have an
enormous amount of control over character creation - more than in pretty much any other game.
As far as the most realistic for combat? I say Palladium. Maybe I am biased, but S.D.C before HP damage had a real easy conversion rate for wanting to cut off limbs along with a easy to do/hard to secceed ways for 'auto death' (Choking, Cut throat, ect.)
I've played Palladium as well, but IMO it doesn't even come close to GURPS in terms of realism.
Looking on Amazon.com, I found that GURPS basic was $11 dollars used. Will this get me a decent amount of races/Customization stuff?
Remember, the Basic Set consists of two volumes -
Characters and
Campaigns. But yes, these books will allow an amazing amount of customization.
The character races listed in the Basic Set, on the other hand, are fairly limited - but they serve more as an example on how to create your own racial templates anyway, which is a snap to do. Basically, you simply need to figure out which traits a certain race is going to have, and then calculate the point total. Take a look at my
GURPS Eberron conversion, for example - I've written up the warforged of Eberron like this:
Warforged
96 points
Attribute Modifiers: HT +2 [20].
Secondary Characteristic Modifier: HP +2 [4].
Advantages: Blunt Claws [3], Damage Resistance 3 (Cant Wear Armour, -40%) [9], Doesn’t Eat or Drink [10], Doesnt Sleep [20], Machine (Immunity to Metabolic Hazards [30], Injury Tolerance (No Blood, Unliving) [25], Unhealing (Total) [-30]) [25], Unaging [15].
Disadvantages: Social Stigma (Minority Group) [-10].
Features: Healing spells and similar effect will only heal half as many hit points as normally. The Mechanic skill allows the skill user to function exactly as a doctor with the appropriate medical skills, however.
I came up with this with only a few minutes of work, and the file contains plenty of other examples of playable races. This system makes sure that even very powerful races are balanced against less powerful ones - they simply cost more character points to play than, say, a normal human, and thus the player of a member of such a race will have less character points available for other abilities when compared to humans and other weaker races...