What is GURPS?

Jürgen Hubert said:
My personal guideline for D&D 3.X was:

GURPS character points = (D&D level + 1) x 25

A 150 CP "heroic adventurer" would thus be the rough equivalent of a 5th level D&D character, which sounds about right.

That reminds me of an old project I did a long time ago, way before Dungeon Fantasy-it was around 1993 or so. It was called DURPS -The Dweomercraefting Universal Roleplaying System. I created "classes" with packaged Ads, Disads, and skills. All classes started at 1st level and were based on 25 points. Each level added 25 points to the class package, so a 5th level character was worth 125 points. I used a made up "XP" system to determine when levels were gained. After playing through a few levels we decided to come up with alternate packages for the various class levels thus creating several different flavors of each class.

Those were the golden days of....................free time. :D
 

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Zinovia said:
The newer editions may have changed this, but when I played GURPS, I found combat to be boring and repetitive. Once we'd been playing for awhile, it was too easy for me to kill the bad guys, and too hard for them to hurt me.

That effect can be produced in just about any session. Why didn't the GM just crank up the bad guys? If it's so predictable, your character should have died like a dog if your GM wanted to take him out.

The magic system was very restrictive, with powers building upon each other. In order to toss a fire attack, I first had to learn other simple fire spells that I didn't really care about. I could not build the powers I'd envisioned for my character in the way that I wanted. I ended up optimizing my rapier skill to insane degrees rather than focus as much on magic.

That's just the default system. Conceptually, you have to learn "fire magic" before you master more powerful spells. If you want a different system, build one. GURPS Powers is great for this.

I have played Hero system only as a supers game (Champions), but enjoyed it more than GURPS. It has more stats, which makes it easier for me to define the character that I want.

HERO has STR, DEX, CON, BODY, INT, EGO, PRE, COM, PD, ED, REC, Spd, END, STUN, and basic movement rate.

Equivalently, GURPS has ST, DX, HT, hit points, INT, Will, levels of Charisma, levels of Appearance, DR and limited DR, Fatigue recovery advantages, Basic Speed, Fatigue, and basic move. It lacks STUN. GURPS further has numerous Advantages and Disadvantages like Ham-Fisted or Musical Talent.

I'd say GURPS actually wins this one, handily.


The powers are extremely flexible in the types of characters you can create.

I assure you GURPS is no less flexible.

I like the separation of Stun (for non-lethal damage) and Body (for lethal). That's something I wish D&D had in order to resolve once and for all the debate over what hit points really represent.

I don't like the distinction because it's unrealistic. In genres where being knocked out is no big deal, being sliced or shot usually isn't that big a deal, either.

I think that class based systems have some advantages over strict point buy. It's generally easier to make characters (Rolemaster being an exception). People know more of what their "job" in the group is supposed to be. They will always be good at most of the stuff they need to do their job (weird multi-classes and PrC's made this not necessarily true in D&D either). Character levels provide an easier handle on how powerful a character is. Somehow it's more satisfying to say "I'm a 10th level rogue" rather than "I have 80 points and am good at this weapon, and those skills" (or whatever, I don't know what the numbers should be).

Strictly speaking, point-based games win, if templates are available. I can choose a "class" in GURPS, taking up most of my points, and then, if I choose, further customize the character.

Levels are an appealing concept. I'm running a two year old 3.5 campaign right now, and I agree, levels are a handy concept and classes make character creation easy. But levels are also artificial and sometimes meaningless, and classes can be constricting.
 

Mercule said:
One book or two, my meaning was "core".

It sounds like GURPS 4e might have fixed some of the biggest issues and wouldn't aggravate me (or maybe it would). If given the opportunity, I'll try it again. Still, I know Hero works if I want detailed, but flexible, so I'm unlikely to go GURPS. If I want easy and flexible, I'll go for Savage Worlds.

Sure if you want flexible HERO is great. But GURPS has the realism option as well which is does better than HERO.
 

Thanks for the answers, ExploderWizard, Jürgen & Estar.

I'm not really sold on ExploderWizard's explaination on skill points, I'm much more for Jürgen's ( ;) ). However, the reasoning for the defense roll is top notch you guys. Thanks.

Another thing. Many many years ago we tried out a 3e GURPS game (fantasy). Two things happened very quickly:

1) The PCs ended up making called shorts to the feet and legs, thereby crippling the opposition. Effective and exstremely unheroic, uninspiring and boring. Solutions while still using ht locations (and "let the enemies do the the same" does not work for me)?.

2) A guardsman with 12 HT can take an awful long time to kill, or what? Is not unreasonable that he will make his HT roll 5 times after being reduced to - HT, is it? Solutions?
 

estar said:
It not just that. We need the core rulebooks, we like to have specialized supplements, but we also need a true GURPS Fantasy that is a complete RPG that geared toward D&D players. Maybe when the Dungeon Fantasy series is done it could do that when complied but right now there is nothing that in the gamestore that allows a D&D group to pick up GURPS and just run a game.

I must concur. GURPS has tremendous potential as an FRPG, potential that's rarely utilized. A hardback, colour one-main-book GURPS Fantasy (hopefully with a better name!) would be an excellent thing. Especially if they drew a little from some of their other supplements in the process.

They need an actual setting, though, one that draws people in, rather than making their eyes glaze over.
 


Everytime GURPS comes up in discussion I start thinking "Man, I really ought to check out the new edition." And then somebody mentions "3d6 roll under" and I lose all enthusiasm for it. I will not try to claim this is a rational reaction.

pawsplay said:
I assure you GURPS is no less flexible.
No less flexible than Hero? It's been a long time since I've messed with either system--probably a couple editions back in both cases--but I definitely remember that character options in GURPS were a pick-from-a-list kind of deal, while in Hero there were very build-your-own. I always had the impression that, mechanically speaking, the core Hero/Champions book could do anything the whole ocean of GURPS supplements could. I'd love to hear any argument to the contrary, though.

Better yet, could anyone compare and contrast with Mutants & Masterminds? I can't believe no one's brought that up, yet.
 

GreatLemur said:
No less flexible than Hero? It's been a long time since I've messed with either system--probably a couple editions back in both cases--but I definitely remember that character options in GURPS were a pick-from-a-list kind of deal, while in Hero there were very build-your-own.

GURPS 4th added enhancements and limitations that modify advantages along with more advantages that have a basic effect like Innate Attack.

GreatLemur said:
Better yet, could anyone compare and contrast with Mutants & Masterminds? I can't believe no one's brought that up, yet.

I am not an expert in M&M but would say HERO is the ultimate flexible Superhero game capable of replicating any hero while M&M and GURPS are roughly at the same level but second to HERO. M&M and GURPS have strengths and weaknesses in different areas. Both have about the same amount of flexibity but with less math than HERO.
 

One key thing about GURPS people aren't talking about is its inherent sense of humor, something that is present in most of Steve Jackson's games.

As to the question of "if you get hit by a sword you die," Steve & many people I knew when I briefly worked for him were heavily involved in SCA, some of whom had extensive martial arts backgrounds besides. As fake as SCA fighting is, you still cannot fake the pain of getting hit on an unarmored part of flesh with a big rattan stick wrapped with duct tape.

One of the elements of GURPS appears early on in another Austin-based game author's work, David Nalle's Ysgarth system. Here's one URL: http://www.rpg.net/news+reviews/reviews/rev_486.html

Personally, I think both games are interesting, but I kind of prefer D&D, particularly my own pastiche of 3.0 and 1st edition.
 


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