tauton_ikhnos
First Post
Just my opinions as longtime GURPSite and DNDite:
1. Character creation is roughly as time consuming as 3rd edition D&D. Expect to either wing a lot, or spend a lot of time on it. Our group spends about half an hour on either system, but we also have a lot of experience with each - our characters are already mostly prebuilt in our heads before we put pen to paper. Playing a spellcaster will take 1 million times as long, same as D&D, although at least there's only two books of spells out there, instead of 80% of supplements having spells to skim through for munch.
2. Characters who are not well designed will get shafted, same as D&D. Pick a specialty and focus on it, but don't entirely neglect other areas, and you should be fine. Again, same as D&D, but with point expenditure instead of stacking bonuses . If this is first time, I suggest allowing rebuilds later on, when players comfortable with system.
3. Combat involves 2-3 rolls per attack: attack roll, defense roll, damage roll. Much of the rest will seem familiar to you, because D&D 3e cribbed the Move + Attack, 5 ft step (in GURPS it is 1 yard step), free actions, from GURPS . That will get me thwapped, I'm sure, but it is true. One difference is AoOs do not exist in GURPS - instead, you have actions that allow or prevent active defenses. Not having active defenses can suck .
Although some have posted that GURPS combat can be tedious, I disagree. It is exactly as tedious/exciting as D&D, except that D&D combats tend to last longer and have more last second upsets. GURPS combats tend to end fast and bloodily. Much depends on GM.
4. GURPS gets gritty right. It gets cinematic so wrong it's not funny. Really. GURPS Supers is an excercise in dying innocents and collateral damage. GURPS high flying martial arts is an exercise in broken bones and choke outs. But if you want gritty, it works really well.
5. Like D&D, GURPS claims to be balanced. Like D&D, this is a lie. All true balance exists in one place only: the GM.
1. Character creation is roughly as time consuming as 3rd edition D&D. Expect to either wing a lot, or spend a lot of time on it. Our group spends about half an hour on either system, but we also have a lot of experience with each - our characters are already mostly prebuilt in our heads before we put pen to paper. Playing a spellcaster will take 1 million times as long, same as D&D, although at least there's only two books of spells out there, instead of 80% of supplements having spells to skim through for munch.
2. Characters who are not well designed will get shafted, same as D&D. Pick a specialty and focus on it, but don't entirely neglect other areas, and you should be fine. Again, same as D&D, but with point expenditure instead of stacking bonuses . If this is first time, I suggest allowing rebuilds later on, when players comfortable with system.
3. Combat involves 2-3 rolls per attack: attack roll, defense roll, damage roll. Much of the rest will seem familiar to you, because D&D 3e cribbed the Move + Attack, 5 ft step (in GURPS it is 1 yard step), free actions, from GURPS . That will get me thwapped, I'm sure, but it is true. One difference is AoOs do not exist in GURPS - instead, you have actions that allow or prevent active defenses. Not having active defenses can suck .
Although some have posted that GURPS combat can be tedious, I disagree. It is exactly as tedious/exciting as D&D, except that D&D combats tend to last longer and have more last second upsets. GURPS combats tend to end fast and bloodily. Much depends on GM.
4. GURPS gets gritty right. It gets cinematic so wrong it's not funny. Really. GURPS Supers is an excercise in dying innocents and collateral damage. GURPS high flying martial arts is an exercise in broken bones and choke outs. But if you want gritty, it works really well.
5. Like D&D, GURPS claims to be balanced. Like D&D, this is a lie. All true balance exists in one place only: the GM.