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Gurps? Where do I start?
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<blockquote data-quote="Ashrem Bayle" data-source="post: 3565730" data-attributes="member: 3103"><p>Oh! I get to tell my GURPS story!</p><p></p><p>About a year or so ago, I spent a few months writing up a very extensive set of house rules for my D&D game. Eventually it came to the point that I was writing my own Players Handbook and then eventually I realized that the end result wasn't going to be D&D anymore at all. So I started looking for something similar to what I had in mind...</p><p></p><p>1. More realistic. I wanted the PCs to feel vulnerable at all levels of play.</p><p>2. No classes. Play what you want to play.</p><p>3. Skill based combat.</p><p>4. Races that mean something after 5th level.</p><p>5. No levels.</p><p>6. Better, more versatile, magic system.</p><p>7. More interesting combat system so fighter-types have the a similar range of options as spellcasters each round.</p><p></p><p>And then I found GURPS 4th edition, and my prayers were answered tenfold. The system is awesome. The books are magnificent. And character creation, while complex and detailed, allows for the creation of ANYTHING, which is amazing in itself.</p><p></p><p>Tack that onto a combat system that is the most impressive mix of "realistic" and "playable" that I've seen, and you have a real winner.</p><p></p><p>For the most part, I'm done with d20. I still play in a weekly D&D game, and it's still fun, but I often find myself wincing at how clumsy the d20 system is.</p><p></p><p>I doubt I'll ever run a d20 game again though. This DM has become a GM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Oh, and please stop by my website. I've been working on a GURPS fantasy setting for some time now, and it's coming along really well.</p></blockquote><p></p>
[QUOTE="Ashrem Bayle, post: 3565730, member: 3103"] Oh! I get to tell my GURPS story! About a year or so ago, I spent a few months writing up a very extensive set of house rules for my D&D game. Eventually it came to the point that I was writing my own Players Handbook and then eventually I realized that the end result wasn't going to be D&D anymore at all. So I started looking for something similar to what I had in mind... 1. More realistic. I wanted the PCs to feel vulnerable at all levels of play. 2. No classes. Play what you want to play. 3. Skill based combat. 4. Races that mean something after 5th level. 5. No levels. 6. Better, more versatile, magic system. 7. More interesting combat system so fighter-types have the a similar range of options as spellcasters each round. And then I found GURPS 4th edition, and my prayers were answered tenfold. The system is awesome. The books are magnificent. And character creation, while complex and detailed, allows for the creation of ANYTHING, which is amazing in itself. Tack that onto a combat system that is the most impressive mix of "realistic" and "playable" that I've seen, and you have a real winner. For the most part, I'm done with d20. I still play in a weekly D&D game, and it's still fun, but I often find myself wincing at how clumsy the d20 system is. I doubt I'll ever run a d20 game again though. This DM has become a GM. :D Oh, and please stop by my website. I've been working on a GURPS fantasy setting for some time now, and it's coming along really well. [/QUOTE]
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