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Looking for info on GURPS. Unbalanced?
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<blockquote data-quote="Broken Fang" data-source="post: 761502" data-attributes="member: 3172"><p>I played GURPS for ten years or so...between 1st ed and 3rd ed D&D. It is an excellent game system but is different than D&D. It is possible to min-max but also very possible for the GM to say no (ie. limit the # of points that can be spent in one stat or the total # of points spent in stats). It is a much easier game to make the character you want...no having to multi-class to here and there, just pick up the skill you want. There are also lots of easy house rules to implement to make the game slightly better.</p><p></p><p>One involves the absent minded prof that was mentioned above. Since in the basic rules alertness is based off IQ all smart guys can spot and listen. Rule change is for alertness (which can be broken down to the five senses) to be based of 10 with modifiers added (Keen Senses).</p><p></p><p>There are many other easy fixes. Anither thing I liked about GURPS was that you could play any level of character from the start. Want a Special Ops guy...spend 200 points. Want a fledgling adventurer spend 50. I have played both and have had serious fun with our Warhammer conversion to GURPS campaign where we all started as 50 point characters.</p><p></p><p>Also in GURPS advancement is not nearly as huge a deal as it is in D&D. Characters also depend more on their skill and advantage selection than their items. It lends itself much better to a low magic tpye campaign.</p></blockquote><p></p>
[QUOTE="Broken Fang, post: 761502, member: 3172"] I played GURPS for ten years or so...between 1st ed and 3rd ed D&D. It is an excellent game system but is different than D&D. It is possible to min-max but also very possible for the GM to say no (ie. limit the # of points that can be spent in one stat or the total # of points spent in stats). It is a much easier game to make the character you want...no having to multi-class to here and there, just pick up the skill you want. There are also lots of easy house rules to implement to make the game slightly better. One involves the absent minded prof that was mentioned above. Since in the basic rules alertness is based off IQ all smart guys can spot and listen. Rule change is for alertness (which can be broken down to the five senses) to be based of 10 with modifiers added (Keen Senses). There are many other easy fixes. Anither thing I liked about GURPS was that you could play any level of character from the start. Want a Special Ops guy...spend 200 points. Want a fledgling adventurer spend 50. I have played both and have had serious fun with our Warhammer conversion to GURPS campaign where we all started as 50 point characters. Also in GURPS advancement is not nearly as huge a deal as it is in D&D. Characters also depend more on their skill and advantage selection than their items. It lends itself much better to a low magic tpye campaign. [/QUOTE]
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