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It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
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<blockquote data-quote="Argyle King" data-source="post: 9548492" data-attributes="member: 58416"><p>I'm not sure what you mean by load-bearing.</p><p>The rules for guns still work off of how Ranged attacks work. </p><p></p><p>There does exist additional detail for rate-of-fire, but that's not that hard. </p><p>The rules for shotguns <em>are</em> a little hard to digest at first. (Though, I would say that's because they're presented in an odd way that ignores something basic like using slugs.)</p><p></p><p>I'm not saying that the system doesn't have flaws. It does. However, a lot of the "too complicated" reputation of GURPS can be solved by writing things down on your character sheet (just like you would in any other game).</p><p></p><p>Though, with that being said, I would also say that the official way of presenting information leaves something to be desired. I understand doing it the way that SJ Games does it from the perspective of saving space, but I've found that there are better ways of presenting information to players. (While they may have very different approaches, playing D&D 4e taught me a lot about how I could present information clearer when playing GURPS. FWIW, some pieces of GURPS influenced how I designed Skill Challenges.)</p><p></p><p>I can't speak for anyone else, but (for me) the WYSIWYG (what you see is what you get) default nature of GURPS made it easier for me to understand than some aspects of D&D.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 9548492, member: 58416"] I'm not sure what you mean by load-bearing. The rules for guns still work off of how Ranged attacks work. There does exist additional detail for rate-of-fire, but that's not that hard. The rules for shotguns [I]are[/I] a little hard to digest at first. (Though, I would say that's because they're presented in an odd way that ignores something basic like using slugs.) I'm not saying that the system doesn't have flaws. It does. However, a lot of the "too complicated" reputation of GURPS can be solved by writing things down on your character sheet (just like you would in any other game). Though, with that being said, I would also say that the official way of presenting information leaves something to be desired. I understand doing it the way that SJ Games does it from the perspective of saving space, but I've found that there are better ways of presenting information to players. (While they may have very different approaches, playing D&D 4e taught me a lot about how I could present information clearer when playing GURPS. FWIW, some pieces of GURPS influenced how I designed Skill Challenges.) I can't speak for anyone else, but (for me) the WYSIWYG (what you see is what you get) default nature of GURPS made it easier for me to understand than some aspects of D&D. [/QUOTE]
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It's been so long since the last GURPS edition, that the present day is now in the "future" tech level
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