Breakdaddy said:I have heard many complaints about the GURPS core rules being too complex from many gamers. I have wanted to play GURPS 3e for years and the common response to my requests was that they didnt want to play a system like GURPS with all the rules (optional or not) in the core book. On the other hand, perhaps your subtle insinuation that myself and my players are dullards incapable of comprehending the arcane words inscribed within the sacred GURPS core books is accurate. In such a case, my hat is off to the supra-geniuses that game regularly at your gaming table.
Actually, I don't need to google. I've been running Gurps for about 7-8 years. I ran DnD for about 10-12 years before that. I'm fairly familiar with the complexities of both systems. In all that time, I've never had a player say to me that the system has too many rules. I've introduced 30+ people to the Gurps system without problem. Maybe I got lucky and found really, really intelligent people. Or maybe, just maybe, the system is not at all complex, once you spend more than one day with it.
Reflex said:The problem I had with GURPS was more one of characters starting to look far too similar. Are there still only 4 stats, all of which tend (by necessity) to be rather low? Is Dex still far and away the best stat?
I tremendously enjoyed a Shadowrun game I played in that operated under the GURPS rules. I also found GURPS Martial Arts to be incredibly cinematic and yet relatively 'realistic' feeling. But my experience with all the characters ending up looking like clones of one another soured me on the system pretty quickly.
HERO (to this day arguably my favorite system for character creation and fun combats) clearly inspired much of GURPS, but while I feel GURPS handled gritty campaigns far better, it still lacked the character diversity that Champions seemed to foster. Certainly part of that can be attributed to the variety of characters possible in a superhero game, but since GURPS really did seem to emphasize lower power games, it just seemed that it could have made its area of focus feel more diverse than it did.
If 4th Edition really addresses that, I might be interested. If I'm still going to end up seeing 14 Dex characters that skimp on strength and buy P/E skills up to make called shots (making those low strengths irrelevant) and PD up to block incoming attacks (needing the same advantages to do so), I'll pass.
wingsandsword said:Maybe you aren't looking at the right place in d20. Go look at d20 Modern, it has all the elements you are looking for, even in just the few official books from WotC released so far. Breaking it down:
Psionics: In the d20 Modern core book, slightly elaborated in Urban Arcana
Space Travel: In the d20 Future suppliment for d20 M.
Time/Dimensional Travel: In d20 Future.
Magic: In the d20 Modern core book, heavily elaborated in Urban Arcana.
Spirits & Horror: The d20 Modern Core book, with lots more in the Menace Manual and Urban Arcana, and even a bit of d20 Future (the "Dark Heart of Space" setting).
D20 Mutants and Masterminds.Jürgen Hubert said:Not as smoothly as GURPS, though. How about these characters:
- A child who is also a very powerful telekinetic - but the same power also goes of uncontrollable now and then, and becomes a danger to everyone around him.
D20 Mutants and Masterminds again.- An old man who is physically frail and could be knocked unconscious with one punch - but who has a lot of knowledge of certain academic fields, a vast fortune, and a large number of contacts and allies all around the world.
Actually D&D 3.5, D20 Modern, D20 Call of Ctulhu, D20 Mutants and Masterminds, etc. could all handle this one.- A sapient wolf.
D20 Mutants and Masterminds again when it comes to flexibility I doubt that you could get more flexible that M&M.- An artificial intelligence that can switch between multiple robotic bodies, and be restored from backup.
I'm not saying that all these couldn't be done with d20. But it would involve a lot of work, possibly lots of supplements, and quite a lot of GM judgement. With GURPS, all you need is one book. And this only starts to scratch the surface of the character possibilities...
d20 is all right if you can shoehorn your characters into the standard level/ECL system. But for more exotic characters its weaknesses begin to show...
Allanon said:D20 Mutants and Masterminds.
Actually D&D 3.5, D20 Modern, D20 Call of Ctulhu, D20 Mutants and Masterminds, etc. could all handle this one.
D20 Mutants and Masterminds again when it comes to flexibility I doubt that you could get more flexible that M&M.
You're too focused on d20 being just D&D and Modern. More companies produce d20 products and Green Ronin with Mutants and Masterminds has just the thing for all your examples, sure it's a super hero setting by hart but it's not limited to it. The d20 system at it's core is just as flexible as GURPS, d20 modern is not but it was never meant to be as flexible.
I do. BESMd20.Allanon said:<blink blink> You're absolutely right Jürgen, I forgot that M&M indeed doesn't use the d20 license. In which case I admit defeat
.
Without M&M in the mix, d20 as it stands cannot produce the wide variety of possible characters GURPS can with just the basic books. Still I still think that M&M shows that d20 can, at it's core, be as flexible as GURPS. Although I know of no product which has shown d20's full potential, M&M does come close.
Sir Elton said:BESMd20 is the closest to GURPS you can get using the d20 System. That's no lie. I looked at the SRD, and it's beautiful.