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Gurps? Where do I start?

Wow. That, along with the fact which a used book store stocks 3rd ed GURPS books, Powers is a must get. Other books for GURPS they have are:

GURPS China
GURPS Japan
GURPS Martial Arts
GURPS Fantasty
GURPS Magic Items

I read through all of these books was not impressed at all. Any insight that could make me thing twice?

---Rusty
 

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DungeonMaester said:
Wow. That, along with the fact which a used book store stocks 3rd ed GURPS books, Powers is a must get. Other books for GURPS they have are:

GURPS China
GURPS Japan
GURPS Martial Arts
GURPS Fantasty
GURPS Magic Items

I read through all of these books was not impressed at all. Any insight that could make me thing twice?

---Rusty

Those are all 3rd edition. Forget about them and focus on 4th.
 

The original GURPS Fantasy was a pre made world, rather then a guide to building one, so I don't recommend it (The 4e version is GURPS Banestorm). Magic Items is filled with...3rd ed magic items, so its not really worth much. Unless you want to play in China or Japan, don't get those, and GURPS Martial Arts for 3rd is pointless, considering that the new one will be out in about a month.
 

Eltharon said:
The original GURPS Fantasy was a pre made world, rather then a guide to building one, so I don't recommend it (The 4e version is GURPS Banestorm). Magic Items is filled with...3rd ed magic items, so its not really worth much. Unless you want to play in China or Japan, don't get those, and GURPS Martial Arts for 3rd is pointless, considering that the new one will be out in about a month.
...and from the previews, looks AMAZING. I can not wait for Martial Arts 4e.
 


DungeonMaester said:
Not going to happen for two reasons:

1) A new 4th ed GURPS book cost 40+ dollars.
2) A used GURPS book is about 5 dollars.
Then you need to decide on one version or another. Trying to use some of the rules from 3rd and some from 4th is just going to cause confusion, frustration, and a strong dislike for a good game system. It's like trying to use 2nd ed D&D and 3.5 ed D&D. They are the same game, but there's enough difference to make them incompatable.

Also, you need to look around, I have yet to ever pay more than $30 to $35 for a new GURPS 4th ed book.
 

I have decided to use 3rd ed books but two 4th ed rules: Stat cost and skill cost.

As far as cost goes, the only GURPS book I saw what was 34 dollars was GURPS All Star. Not exactly sure what that is. GURPS fantasy is 39.95+ tax. a 4th ed book. GURPS Basic set is five dollars more. When I see a cheap copy of 4th on E bay or Amazon, I'll leap on it.

Honestly, since most of the combat is house rules, the only difference is in the skill list. That and more dis/advantages.

---Rusty
 


Use Amazon, get both 4e rulebooks as a $50 dollar package, and back in the glory that is free amazon shipping (If its over $25, which it is). All the 4e books on amazon can be bought for $25 (give or take), and 4e is a significant improvement over 3e. Thats why they made it. Trust me on this. Otherwise you'll combine stuff, and you'll house rule stuff, and you'll realize that 4e HAS the rule, and you'll bring that in, and then you may or may not remember (I wouldn't), and it'll become really confusing. You'll be much better off with 4e. Plus, its in colour.
 

Jürgen Hubert said:
Well, are you convinced now? ;)

(u_u) Yes. (^_^)

DungeonMaester said:
Wow. That, along with the fact which a used book store stocks 3rd ed GURPS books, Powers is a must get. Other books for GURPS they have are:

Gurps books (at least 3/e Gurps books) fall roughly into two categories: Settings & rules supplements. They all try to follow the "world book" model, but some are more "world" than others.

GURPS China: I never had it, but a friend of mine raved about it. I plan on getting it before I run a China-inspired campaign no matter what the system. This is one that's more about the world than the rules.

GURPS Japan: I like this book. Again, more about the world than the rules. (Martial Arts may serve you better if you were looking for rules.) Maybe not one of the best, but not the worst book for Japanese fluff.

GURPS Martial Arts: Mostly a rules supplement. (Though it does cover the "world of martial arts" genre.) I loved it when it came out, but I tend to prefer more abstract combat these days.

Although the manuevers mechanic is really just a "subskills" mechanic that could be applied to non-combat skills. But if that was all you were buying it for, you'd probably be better of with the Compendium.

GURPS Fantasy: A world instead of a generic "how to do Fantasy with Gurps" book. (Gurps Magic is closer to that.) I'm not a big fan of Yrth, but it can be helpful in building a fantasy world based on real-world history.

GURPS Magic Items: Never had it or knew anyone who did. Can't comment.
 

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