Looking for info on GURPS. Unbalanced?

Darklance

First Post
I have several of the splat books which I use for information, but I don't own the rules. I was thinking about picking them up, but I've heard about how the rules are somewhat unbalanced. Can anyone tell me what they think of the rules and why they think they are unbalanced/unfair etc? Also, how long ago did the newest version come out? Will they be creating a new or maybe an updated reprint soon? Thanks.
 
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Almost all the skills are based off intelligence or dexterity. So it's often better to buy up those stats than to get additional skill levels in character creation. Also, stats are priced by rarity instead of usefulness, so the two skill stats cost the same as strength.
 


Given that the Gurps Worldbooks are usually (with a few exceptions) long on details and setting, and short on actual rules and gameplay, I tend to doubt it.

For the most part, it'll be an impetus to release updated editions of said books. At least half of the people who read GURPS books don't actually play it, they just like the well researched and usually well-written supplements.
 

Darklance said:


Would this pretty much take away from the usefulness of the splat books (Mechanically at least)?

What WizarDru said.
Plus, any rules changes would most likely affect how crunchy bits presented in the splatbooks are used rather than change those crunchy bits. Imagine if D&D3.5e changed how skills are acquired -- this wouldn't change individual skills, would it? The crunchy bits in GURPS splatbooks tend to be new skills and new equipment rather than new rules.
 

Since no one else really addressed this, I'll try to handle the balance question.

GURPS doesn't try to be 'balanced', just fair.

Every character has an equal opportunity to get the same skills, advantages, etc. If someone puts everything they have into one skill, they aren't going to be very effective. You would have something that is slightly worse off than an idiot savant.

The GM in GURPS needs to be involved in character creation, and be willing to say no if a character doesn't fit his storyline/campaign style.

I personally find that GURPS makes it much easier to create characters that feel like real people than D20. You aren't forced into stereotypes, you aren't forced to give out a certain level of magic, etc.

If you want some example characters to look at, one of the GURPSnet-l mailing list has an archive of characters that he maintains.

One of the biggest advantages of GURPS is the ease with which you can mix and match backgrounds. A lot of people are drawn in by GURPS Technomancer , GURPS Traveller, or some of the historical background material.
 

Like any purely point-buy, skill-based system, it's extremely susceptible to powergaming, min-maxing, and other abuse, especially given the huge number of supplements available and the large amounts of edges/flaws.

The fact that a lot of stuff that'd be handled by Wisdom and Charisma in D&D all gets rolled into INT doesn't help the balance either. INT is used for everything - environmental awareness, keeping one's cool in battle... Under the basic rules, it's hard to make an absent-minded scientist, anyone highly intelligent has the situational awareness and senses of a fighter pilot. :) They do suggest alternatives in some supplements, but I don't think there is a codified system for it.

Kind of getting off on a tangent here, but I also don't like the reccommened power level for starting (100 point + 35 points of flaws) characters, which every GURPS GM I had insisted on... I can't even build myself (a large, fairly strong guy, above average manual dexterity, good health, a degree from a good university, a scientific education, a smattering of other skills, and no debilitating flaws (in GURPS, physical flaws are often crippling and most mental ones make you a nutcase, what most of use have are 1-point quirks) that could subtract from the point total), never mind a heroic character I'd want to play. It's quite a change in that way from D&D, which definitely emphasises above-average individuals.
 

mmu1 said:
Like any purely point-buy, skill-based system, it's extremely susceptible to powergaming, min-maxing, and other abuse, especially given the huge number of supplements available and the large amounts of edges/flaws.

Just curious, but other than exact method how does that make it any different than D20?

Look at some of the arguements that go on in these boards. Is such-and-such class or PrC too weak/strong/frontloaded/powerful at high levels/etc. There are all sorts of discussions on these boards about balance and min/maxing. In D20, you do it by looking for a combination of class/PrC abilities, feats, and equipment. If anything, it is worse because it is dependent on the order things are done in. There is no way to 'catch up' if you decide that you want to shift the focus of your character based on events in the game.

I've played a lot of different systems. In my experience, all of them can be min/maxed. All of them have rules that people use to try and get an advantage. Everyone has their own idea of how useful it is to be rich (able to buy any equipment) vs. strong and healthy.
 

bret said:


Just curious, but other than exact method how does that make it any different than D20?

d20's feats and point buy are an example of this - it's just a matter of scale. With d20, you've only got a few areas where this applies, but in GURPS, it is completely pervasive.

Not to say that one is better than the other - GURPS is certainly a very, very powerful system, allowing for a great deal of fine tuning.
 

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