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What is GURPS?
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<blockquote data-quote="jdrakeh" data-source="post: 4323266" data-attributes="member: 13892"><p>Well, Hero <em>is</em> heavily front-loaded with math. Not difficult math, mind you, just a <em>lot</em> of it up front. For example, Hero has rules for creating powers, equipment, vehicles, and pretty much anything else you can thing of from scratch and assumes that you will do so, giving rather limited selections of each of these things in the FRED core book. This isn't an issue if you have the time or inclination to build an entire world from scratch, but if you don't, it can certainly be daunting. </p><p></p><p>A lot of other generic systems (in fact, AFAIK, <em>all</em> other generic systems) either have rules where you simply describe effects/equipment/etc and then aribitrarily assign a cost to them. Or conversely, they provide comprehensive lists of pre-built powers, pices of equipment, and vehicles that you can simply choose from. Such systems are not as detailed as Hero in terms of mechanical crunch, but the tradeoff is that they also take a lot less effor to run. </p><p></p><p>Now, after you get all of your stuff built, there's very little math involved in Hero during actual play -- but, IME, a lot of people never make it that far due to an initial "WTF?!? I have to model a handgun using power effects!" response to seeing the character/item/power/vehicle creation rules. </p><p></p><p>Granted, in both GURPS and Hero, this blow can be softened by sourcebooks (if you don't want to make it yourself, chances are, it's covered in a sourcebook someplace) but that will only get you so far.</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 4323266, member: 13892"] Well, Hero [I]is[/I] heavily front-loaded with math. Not difficult math, mind you, just a [I]lot[/I] of it up front. For example, Hero has rules for creating powers, equipment, vehicles, and pretty much anything else you can thing of from scratch and assumes that you will do so, giving rather limited selections of each of these things in the FRED core book. This isn't an issue if you have the time or inclination to build an entire world from scratch, but if you don't, it can certainly be daunting. A lot of other generic systems (in fact, AFAIK, [I]all[/I] other generic systems) either have rules where you simply describe effects/equipment/etc and then aribitrarily assign a cost to them. Or conversely, they provide comprehensive lists of pre-built powers, pices of equipment, and vehicles that you can simply choose from. Such systems are not as detailed as Hero in terms of mechanical crunch, but the tradeoff is that they also take a lot less effor to run. Now, after you get all of your stuff built, there's very little math involved in Hero during actual play -- but, IME, a lot of people never make it that far due to an initial "WTF?!? I have to model a handgun using power effects!" response to seeing the character/item/power/vehicle creation rules. Granted, in both GURPS and Hero, this blow can be softened by sourcebooks (if you don't want to make it yourself, chances are, it's covered in a sourcebook someplace) but that will only get you so far. [/QUOTE]
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