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Should D&D 5E be GURPS D&D?
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<blockquote data-quote="Argyle King" data-source="post: 5941061" data-attributes="member: 58416"><p>For me, there were 3 main things which made me choose GURPS over Hero.</p><p></p><p>1) Like I said, there was something about the layout of the GURPS books which made it easier for me to understand what was going on with just a few minutes to look through the material while at the store. I honestly can't put my finger on exactly what made the difference; the book was simply put together in a way which meshed well with my mind.</p><p></p><p>2) From my understanding, GURPS starts with a more grounded base and then builds up into the more crazy stuff. Hero goes the opposite direction; starting with cinematic and then having work to be done to get to something more grounded. At the time, I was coming out of D&D 4E being somewhat tired of the over-the-top style, so I was already somewhat skewed against that on the day I decided to buy something else. Though, even now, I tend to prefer more of a nod toward realism. Since that's my preference, it's easier for me to start with a game which has that a baseline and then adds other things later than it is for me to go the other way.</p><p></p><p>That doesn't mean I always play games which have hardcore realism though. After all, I did mention Dungeon Fantasy. I like having that more solid baseline though. For me personally, even when dealing with dragons, super heroes, and etc, I have a better grasp in my head about how things will work out or how they should be modeled when I can relate them to something in the world around me. </p><p></p><p>3) I strongly prefer the way that GURPS handles equipment. </p><p></p><p></p><p>I'd be open to playing a Hero game. I don't have anything against the system. From what I know of it, it just doesn't suit my usual tastes as well as GURPS does right out of the gate. </p><p></p><p>To bring the thread back on topic; the reason I brought up GURPS at all is because I feel that Dungeon Fantasy is actually pretty close to what the OP is wanting. The whole idea behind the product line is to run fantasy games in a style similar to games like D&D and Pathfinder. </p><p></p><p>Link provided again for ease of reference: <a href="http://www.sjgames.com/gurps/books/dungeonfantasy/" target="_blank">GURPS Dungeon Fantasy</a></p><p></p><p>You could just use the core GURPS books as well. My first introduction to anything Pathfinder related was a Pathfinder adventure path powered by GURPS. That was before the DF line expanded in the way that it has since then.</p><p></p><p>Edit: I think something else which helped me to go with GURPS is that I own so many other SJ Games products that I love. Nanuk, Munchkin, Cthulu Dice, Ninja Burger, and many others are games I highly enjoy. The quality that my mind associates with those products is good, so I had a good impression of the brand name.</p><p></p><p>It's also nice to know that the guy running the company is so passionate about gaming. <a href="http://www.enworld.org/forum/news/324798-steve-jackson-wil-wheatons-tabletop.html" target="_blank">http://www.enworld.org/forum/news/324798-steve-jackson-wil-wheatons-tabletop.html</a></p></blockquote><p></p>
[QUOTE="Argyle King, post: 5941061, member: 58416"] For me, there were 3 main things which made me choose GURPS over Hero. 1) Like I said, there was something about the layout of the GURPS books which made it easier for me to understand what was going on with just a few minutes to look through the material while at the store. I honestly can't put my finger on exactly what made the difference; the book was simply put together in a way which meshed well with my mind. 2) From my understanding, GURPS starts with a more grounded base and then builds up into the more crazy stuff. Hero goes the opposite direction; starting with cinematic and then having work to be done to get to something more grounded. At the time, I was coming out of D&D 4E being somewhat tired of the over-the-top style, so I was already somewhat skewed against that on the day I decided to buy something else. Though, even now, I tend to prefer more of a nod toward realism. Since that's my preference, it's easier for me to start with a game which has that a baseline and then adds other things later than it is for me to go the other way. That doesn't mean I always play games which have hardcore realism though. After all, I did mention Dungeon Fantasy. I like having that more solid baseline though. For me personally, even when dealing with dragons, super heroes, and etc, I have a better grasp in my head about how things will work out or how they should be modeled when I can relate them to something in the world around me. 3) I strongly prefer the way that GURPS handles equipment. I'd be open to playing a Hero game. I don't have anything against the system. From what I know of it, it just doesn't suit my usual tastes as well as GURPS does right out of the gate. To bring the thread back on topic; the reason I brought up GURPS at all is because I feel that Dungeon Fantasy is actually pretty close to what the OP is wanting. The whole idea behind the product line is to run fantasy games in a style similar to games like D&D and Pathfinder. Link provided again for ease of reference: [URL="http://www.sjgames.com/gurps/books/dungeonfantasy/"]GURPS Dungeon Fantasy[/URL] You could just use the core GURPS books as well. My first introduction to anything Pathfinder related was a Pathfinder adventure path powered by GURPS. That was before the DF line expanded in the way that it has since then. Edit: I think something else which helped me to go with GURPS is that I own so many other SJ Games products that I love. Nanuk, Munchkin, Cthulu Dice, Ninja Burger, and many others are games I highly enjoy. The quality that my mind associates with those products is good, so I had a good impression of the brand name. It's also nice to know that the guy running the company is so passionate about gaming. [url]http://www.enworld.org/forum/news/324798-steve-jackson-wil-wheatons-tabletop.html[/url] [/QUOTE]
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