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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
I bought GURPS 4e!!!! (and returned it the next day)
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<blockquote data-quote="Jürgen Hubert" data-source="post: 1745025" data-attributes="member: 7177"><p>But Mutants and Masterminds <em>isn't</em> d20 (no, really, it isn't - it doesn't use the licence)! Sure, it uses quite a few of the same trappings - the same attributes, skills, and similar saving throws - but it uses these to build something radically different. It has no classes, and barely any levels - and is thus quite far from the vast majority of all d20 variants.</p><p></p><p></p><p></p><p>IIRC even Mutants and Masterminds has no explicit rules for handling a character who has no hands or even arms, though admittedly a Weakness or two might fit - but again, that's GM fiat. As for the others, to my knowledge none of them have any rules for such a player character right out of the book - whereas GURPS has.</p><p></p><p>Again, my point is not that d20 couldn't do these characters, but that d20 requires a lot more work on the part of the GM to do them.</p><p></p><p></p><p></p><p>I think that GURPS 4E should fill that bill nicely...</p><p></p><p></p><p></p><p>Sure it is flexible, but it does not form a coherent whole. If you take the whole of d20 - all the systems and supplements ever published for it - you might be able to create a wider range of characters than with the GURPS 4E Basic set. But even that is arguable. Even Mutants & Masterminds (like I said, a variety of the d20 System, and not a d20 system itself) does not allow for the sheer range of possible character types that GURPS 4E Basic does.</p><p></p><p>Feel free trying to convince me otherwise - I'm willing to listen to your arguments.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 1745025, member: 7177"] But Mutants and Masterminds [i]isn't[/i] d20 (no, really, it isn't - it doesn't use the licence)! Sure, it uses quite a few of the same trappings - the same attributes, skills, and similar saving throws - but it uses these to build something radically different. It has no classes, and barely any levels - and is thus quite far from the vast majority of all d20 variants. IIRC even Mutants and Masterminds has no explicit rules for handling a character who has no hands or even arms, though admittedly a Weakness or two might fit - but again, that's GM fiat. As for the others, to my knowledge none of them have any rules for such a player character right out of the book - whereas GURPS has. Again, my point is not that d20 couldn't do these characters, but that d20 requires a lot more work on the part of the GM to do them. I think that GURPS 4E should fill that bill nicely... Sure it is flexible, but it does not form a coherent whole. If you take the whole of d20 - all the systems and supplements ever published for it - you might be able to create a wider range of characters than with the GURPS 4E Basic set. But even that is arguable. Even Mutants & Masterminds (like I said, a variety of the d20 System, and not a d20 system itself) does not allow for the sheer range of possible character types that GURPS 4E Basic does. Feel free trying to convince me otherwise - I'm willing to listen to your arguments. [/QUOTE]
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I bought GURPS 4e!!!! (and returned it the next day)
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