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What is GURPS?
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<blockquote data-quote="pawsplay" data-source="post: 4328999" data-attributes="member: 15538"><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>HERO has STR, DEX, CON, BODY, INT, EGO, PRE, COM, PD, ED, REC, Spd, END, STUN, and basic movement rate.</p><p></p><p>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. </p><p></p><p>I'd say GURPS actually wins this one, handily.</p><p></p><p></p><p></p><p></p><p>I assure you GURPS is no less flexible.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4328999, member: 15538"] 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. 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. 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. I assure you GURPS is no less flexible. 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. 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. [/QUOTE]
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