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<blockquote data-quote="pawsplay" data-source="post: 5318955" data-attributes="member: 15538"><p>Well, it's called Intelligence. It's just abbreviated IQ. Did you know Palladium Fantasy has always had I.Q.?</p><p></p><p>Anyway, on the more substantive points. Two core books (and maybe just the slim player's guide for the less invested players) plus maybe one or two sourcebooks for a magic system or setting, if you want (many are available as PDFs with a friendly price). It has fatigue, stress, crippling rules (if you want them), psychological shock and horror, and rules for contests of wills. </p><p></p><p>As far as streamlining... I hope I am not jumping to conclusions, but whenever I hear someone thinks GURPS isn't streamlined enough in play, I immediately assume they probably haven't played it. It can be pretty bloody fast if you want it to be, and even with all the bells and whistles in the Advanced Combat section, it really boils down to attack roll, defense roll, damage, damage effects. Easy-peasy. </p><p></p><p>The only non-streamlined thing about GURPS I can really think of would be a new player, learning from the book without other GURPSians, trying to digest all the Advantages and Skills in one go, without first pruning options based on the milieu in which you want to play. But if you start with GURPS Lite, or you can enlist the help of other GURPSians, maybe even some people on the SJ Games fora, it's a snap.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5318955, member: 15538"] Well, it's called Intelligence. It's just abbreviated IQ. Did you know Palladium Fantasy has always had I.Q.? Anyway, on the more substantive points. Two core books (and maybe just the slim player's guide for the less invested players) plus maybe one or two sourcebooks for a magic system or setting, if you want (many are available as PDFs with a friendly price). It has fatigue, stress, crippling rules (if you want them), psychological shock and horror, and rules for contests of wills. As far as streamlining... I hope I am not jumping to conclusions, but whenever I hear someone thinks GURPS isn't streamlined enough in play, I immediately assume they probably haven't played it. It can be pretty bloody fast if you want it to be, and even with all the bells and whistles in the Advanced Combat section, it really boils down to attack roll, defense roll, damage, damage effects. Easy-peasy. The only non-streamlined thing about GURPS I can really think of would be a new player, learning from the book without other GURPSians, trying to digest all the Advantages and Skills in one go, without first pruning options based on the milieu in which you want to play. But if you start with GURPS Lite, or you can enlist the help of other GURPSians, maybe even some people on the SJ Games fora, it's a snap. [/QUOTE]
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