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What is your Opinion of GURPS?
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<blockquote data-quote="Sir Brennen" data-source="post: 1449462" data-attributes="member: 553"><p><strong>2 cents</strong></p><p></p><p>Being a long time GURPS player (even before it was GURPS - anyone remember <strong>Wizard</strong> and <strong>Melee</strong> from SJG?), just thought I'd throw my 2 cents in.</p><p></p><p>First - I love hex maps for combat. My next 3E campaign, I will probably use the UA hex map variant.</p><p></p><p>GURPS is indeed a complex combat system, especially with something like a modern-setting gunfight, but I've been finding DnD 3E combat to be approaching that complexity, especially at higher levels, when one has to keep track of what stacks with what for each character, round-to-round, as different magical effects and conditions come into play.</p><p></p><p>But, as others have stated, it depends on how many of the rules you use. There is a Basic Combat system in GURPS which will probably work just fine in many cases. </p><p></p><p>My own gripe is the Gun skill for modern games. I've found I have to use every legal penalty in the Advanced Combat rules to keep gun combat from being a series of automatic hits. There should be some level of uncertainty in a die roll other than "did I get a critical?". Besides being an Easy skill (low point cost), a decent IQ gives an auto +1 or +2! And many characters buy better guns and stack on hardware (laser sights), find situations to give themselves time to aim for more bonuses, etc. This is not just a PC problem; as a DM, I don't like having to fudge 80% of the rolls for guns just so I don't kill the PCs.</p><p></p><p>Disadvantages: not allowing them at all removes a big chunk of what makes GURPS different, and gives it flavor. I have to second Tratyn's opinions above with regard to this. IMC, I'd take a look at disadvantages selected by players on a case-by-case, and if I didn't think they would come into play, I'd disallow them. Or, once the aware of Disads selected, I can make a point of bringing them into play, especially if I suspect they are being used for purely min-maxing (like one PC who choose a Phobia of loud noises, and didn't think about the implications of using his shotgun...)</p><p></p><p>For one shots I often disallow disads (or even ads) that involve NPCs... enemies, allies, dependents, etc. For extended campaigns, these can serve as great plot hooks. </p><p></p><p>I have a mature group of players that see the adventure/role-playing potential in their Disad selection. For a horror campaign, one character took Weirdness Magnet and a Phobia of the number 13. Of course, he went adventuring off on his own, and got trapped in an elevator that only opened to a phantom 13th floor in a high rise. Another character had a teenage son as a dependent, as the campaign plot ended up revolving around the disappearance of her son.</p><p></p><p>And God Bless the PC who took Bad Luck as a Disad... <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 1449462, member: 553"] [b]2 cents[/b] Being a long time GURPS player (even before it was GURPS - anyone remember [B]Wizard[/B] and [B]Melee[/B] from SJG?), just thought I'd throw my 2 cents in. First - I love hex maps for combat. My next 3E campaign, I will probably use the UA hex map variant. GURPS is indeed a complex combat system, especially with something like a modern-setting gunfight, but I've been finding DnD 3E combat to be approaching that complexity, especially at higher levels, when one has to keep track of what stacks with what for each character, round-to-round, as different magical effects and conditions come into play. But, as others have stated, it depends on how many of the rules you use. There is a Basic Combat system in GURPS which will probably work just fine in many cases. My own gripe is the Gun skill for modern games. I've found I have to use every legal penalty in the Advanced Combat rules to keep gun combat from being a series of automatic hits. There should be some level of uncertainty in a die roll other than "did I get a critical?". Besides being an Easy skill (low point cost), a decent IQ gives an auto +1 or +2! And many characters buy better guns and stack on hardware (laser sights), find situations to give themselves time to aim for more bonuses, etc. This is not just a PC problem; as a DM, I don't like having to fudge 80% of the rolls for guns just so I don't kill the PCs. Disadvantages: not allowing them at all removes a big chunk of what makes GURPS different, and gives it flavor. I have to second Tratyn's opinions above with regard to this. IMC, I'd take a look at disadvantages selected by players on a case-by-case, and if I didn't think they would come into play, I'd disallow them. Or, once the aware of Disads selected, I can make a point of bringing them into play, especially if I suspect they are being used for purely min-maxing (like one PC who choose a Phobia of loud noises, and didn't think about the implications of using his shotgun...) For one shots I often disallow disads (or even ads) that involve NPCs... enemies, allies, dependents, etc. For extended campaigns, these can serve as great plot hooks. I have a mature group of players that see the adventure/role-playing potential in their Disad selection. For a horror campaign, one character took Weirdness Magnet and a Phobia of the number 13. Of course, he went adventuring off on his own, and got trapped in an elevator that only opened to a phantom 13th floor in a high rise. Another character had a teenage son as a dependent, as the campaign plot ended up revolving around the disappearance of her son. And God Bless the PC who took Bad Luck as a Disad... :lol: [/QUOTE]
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